#version 330 core // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; uniform vec2 tiling; out vec4 finalColor; void main() { vec2 texCoord = fragTexCoord*tiling; finalColor = texture(texture0, texCoord)*colDiffuse; }