#version 330 core
in vec2 v_uv;
flat in int v_color;
out vec4 FragColor;
uniform sampler2D u_texture;
vec4 color_from_int(int c) {
return vec4(
float((c >> 24) & 0xff) / 255.0,
float((c >> 16) & 0xff) / 255.0,
float((c >> 8) & 0xff) / 255.0,
float((c >> 0) & 0xff) / 255.0
);
}
void main() {
vec4 color = color_from_int(v_color);
FragColor = texture(u_texture, v_uv) * color;
}