#version 450 layout (location = 0) in vec4 inColor; layout (location = 1) in float inGradientPos; layout (location = 0) out vec4 outFragColor; void main () { //vec3 color = texture(samplerGradientRamp, vec2(inGradientPos, 0.0)).rgb; //outFragColor.rgb = texture(samplerColorMap, gl_PointCoord).rgb * color; outFragColor = vec4(inColor.rgb, 1.0f); }