#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 = texture(texture0, fragTexCoord);

    finalColor = texelColor*colDiffuse*fragColor;
    gl_FragDepth = 1.0 - finalColor.z;
}