#version 330 uniform int isTextured; uniform sampler2D textureSampler; noperspective in vec2 texCoord; noperspective in vec4 vertColor; out vec4 FragClr; void main() { if(isTextured == 1) { vec4 tex = texture(textureSampler, texCoord); FragClr = tex * vertColor; } else FragClr = vertColor; }