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path: root/assets/.stationary/Shaders/Default.glsl
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#type vertex
#version 330 core

layout(location = 0) in vec3 pos;
layout(location = 1) in vec4 color;
layout(location = 2) in vec2 texcoord;

out Vertex2Fragmnet {
	vec4 color;
	vec2 texcoord;
} v2f;

// Autofill uniforms
uniform mat4 transformation;

void main() {
	gl_Position = transformation * vec4(pos, 1.0);
	v2f.color = color;
	v2f.texcoord = texcoord;
}

#type fragment
#version 330 core

in Vertex2Fragmnet {
	vec4 color;
	vec2 texcoord;
} v2f;

out vec4 fragColor;

// Material uniforms
uniform sampler2D textureAtlas;
uniform vec4 taint;

void main() {
	fragColor = texture(textureAtlas, v2f.texcoord) * v2f.color * taint;
}