#version 450

layout(set = 0, binding = 0) uniform sampler2D tex;

layout(location = 0) in vec2 uv;
layout(location = 0) out vec4 out_color;

layout(push_constant) uniform UBO {
	layout(offset = 80) float alpha;
} data;

void main() {
	out_color = textureLod(tex, uv, 0);
	out_color *= data.alpha;
}