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#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;
}