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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;
}
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