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#type vertex
#version 330 core

layout(location = 0) in vec3 a_Position;
layout(location = 1) in vec4 a_Color;
layout(location = 2) in vec2 a_TexCoord;

uniform mat4 u_ViewProjection;
uniform mat4 u_Transform;

out vec3 v_Position;
out vec4 v_Color;
out vec2 v_TexCoord;

void main()
{
    v_Position = a_Position;
    v_Color = a_Color;
    v_TexCoord = a_TexCoord;
    gl_Position = u_ViewProjection * u_Transform * vec4(a_Position, 1.0);
}

#type fragment
#version 330 core

layout(location = 0) out vec4 color;

in vec3 v_Position;
in vec4 v_Color;
in vec2 v_TexCoord;

uniform sampler2D u_Texture;

void main()
{
    vec4 texColor = texture(u_Texture, v_TexCoord);
    if (texColor.rgb == vec3(0.0))
        color = v_Color;
    else
        color = v_Color * texColor;
}