»Vertex
#version 330 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec3 acol;
layout (location = 2) in vec2 atex;
out vec3 COL;
out vec2 TEX_C;
void main() {
gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0);
COL = acol;
TEX_C = atex;
}
»Fragment
#version 330 core
uniform vec4 col;
in vec3 COL;
in vec2 TEX_C;
uniform sampler2D ourTexture;
out vec4 FragColor;
void main() {
FragColor = texture(ourTexture, TEX_C)+(col-vec4(COL, 1.0));
}