#version 330

in vec2 fragTexCoord;
in vec4 fragColor;

uniform sampler2D texture0;
uniform vec4 colDiffuse;

void main()
{
    vec4 texelColor = texture2D(texture0, fragTexCoord);
    gl_FragColor = texelColor*colDiffuse*fragColor;
	gl_FragDepth = gl_FragCoord.z;
}