out vec4 sk_FragColor; layout (set = 0) uniform mat4 colorXform; layout (binding = 0) uniform sampler2D s; void main() { vec4 tmpColor; sk_FragColor = (tmpColor = texture(s, vec2(1.0)) , colorXform != mat4(1.0) ? vec4(clamp((colorXform * vec4(tmpColor.xyz, 1.0)).xyz, 0.0, tmpColor.w), tmpColor.w) : tmpColor); }