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#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;
	//}
}