#version 330 core out vec4 FragColor; in vec4 v_Color; in vec2 v_TexCoord; in float v_TexId; uniform sampler2D texture_1; void main() { FragColor = texture(texture_1, v_TexCoord) * v_Color; //if(v_TexId > 0) //{ // FragColor = texture(texture_1, v_TexCoord) * v_Color; //} //else //{ // FragColor = v_Color; //} }