#version 450 layout(location = 0) in vec2 v_uv; layout(location = 0) out vec4 o_color; layout(set = 0, binding = 0) uniform MaterialUniform { vec4 color; } material; void main() { // simple uv-based gradient multiplied by uniform color vec3 grad = vec3(v_uv, 0.5); o_color = material.color * vec4(grad, 1.0); }