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			|  |  |  | #version 330 | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Input vertex attributes (from vertex shader) | 
		
	
		
			
			|  |  |  | in vec2 fragTexCoord; | 
		
	
		
			
			|  |  |  | in vec4 fragColor; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Input uniform values | 
		
	
		
			
			|  |  |  | uniform sampler2D texture0; | 
		
	
		
			
			|  |  |  | uniform vec4 colDiffuse; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Output fragment color | 
		
	
		
			
			|  |  |  | out vec4 finalColor; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | void main() | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | vec4 texelColor = texture2D(texture0, fragTexCoord); | 
		
	
		
			
			|  |  |  | vec4 texelColor = texture(texture0, fragTexCoord); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | gl_FragColor = texelColor*colDiffuse*fragColor; | 
		
	
		
			
			|  |  |  | gl_FragDepth = 1.0 - gl_FragCoord.z; | 
		
	
		
			
			|  |  |  | finalColor = texelColor*colDiffuse*fragColor; | 
		
	
		
			
			|  |  |  | gl_FragDepth = 1.0 - finalColor.z; | 
		
	
		
			
			|  |  |  | } |