#version 150
struct Gradient
{
vec4 color1;
vec4 color2;
};
uniform Gradient _gradient;
out vec4 fragColor;
in float opacity;
in vec2 vUV;
void main()
fragColor = mix(_gradient.color1, _gradient.color2, vec4(clamp(vUV.x, 0.0, 1.0))) * opacity;
}