#ifdef TW_TEXTURED uniform sampler2D gTextureSampler; #endif uniform vec4 gVerticesColor; noperspective in vec2 texCoord; noperspective in vec4 vertColor; out vec4 FragClr; void main() { #ifdef TW_TEXTURED vec4 tex = texture(gTextureSampler, texCoord); FragClr = tex * vertColor * gVerticesColor; #else FragClr = vertColor * gVerticesColor; #endif }