#version 330 in vec2 v_TexCoords; in vec4 v_Color; uniform vec4 Tint; uniform bool UseTexture; uniform sampler2D Texture; layout(location = 0) out vec4 color; void main() { color = vec4(v_TexCoords, 0, 1); return; color = v_Color * Tint; if (UseTexture) color = texture(Texture, v_TexCoords); }