#version 460 core precision highp float; out vec4 FragColor; in vec3 ourColor; in vec2 TexCoord; in vec3 pos; uniform sampler2D ourTexture; void main() { FragColor = texture(ourTexture, TexCoord); // FragColor = vec4(1.0f, TexCoord.x, 1.0f, 1.0); // FragColor = vec4(137 / 255, 85 / 255, 95 / 255, 1.0f); }