#version 330 core out vec4 FragColor; in vec2 oTexCoords; in vec4 oColor; // varying ? uniform sampler2D texture0; void main() { // FragColor = oColor * texture( texture0, oTexCoords ) + vec4( oTexCoords.y, 0, 0, 1); FragColor = oColor * texture( texture0, oTexCoords ); //FragColor = oColor * vec4( oTexCoords, 1, 2); }