#shader vertex #version 460 core layout(location = 0) in vec3 Position; layout(location = 1) in vec3 Normal; layout(location = 1) in vec2 UV; uniform mat4 u_Model; uniform mat4 u_View; uniform mat4 u_Projection; out sample vec2 a_UV; void main() { a_UV = UV; gl_Position = u_Projection * u_View * u_Model * vec4(Position, 1.0); } #shader fragment #version 460 core out vec4 FragColor; in vec2 a_UV; uniform sampler2D gizmo_texture; void main() { vec4 px_color = texture(gizmo_texture, a_UV).rgba; FragColor = px_color * vec4(1, 1, 1, 0.5); }