#if defined(USE_COLOR_U32) uniform uint color; #else uniform vec4 color; #endif out vec4 fragColor; void main() { #if defined(USE_COLOR_U32) fragColor = vec4(((color)&uint(0xFF)) * (1.0f / 255.0f), ((color >> 8) & uint(0xFF)) * (1.0f / 255.0f), ((color >> 16) & uint(0xFF)) * (1.0f / 255.0f), ((color >> 24)) * (1.0f / 255.0f)); #else fragColor = color; #endif fragColor = blender_srgb_to_framebuffer_space(fragColor); }