#version 450 #extension GL_ARB_separate_shader_objects : enable #ifdef TW_TEXTURED layout(binding = 0) uniform sampler2D gTextureSampler; #endif layout(location = 0) noperspective in vec2 texCoord; layout(location = 1) noperspective in vec4 vertColor; layout(location = 0) out vec4 FragClr; void main() { #ifdef TW_TEXTURED vec4 tex = texture(gTextureSampler, texCoord); FragClr = tex * vertColor; #else FragClr = vertColor; #endif }