#version 410 core out vec4 FragColor; in vec3 position; in vec3 normal; in vec2 tex; uniform float time; uniform sampler2D ourTexture; void main() { //FragColor = vec4(sin(time), cos(time), -sin(time), 1.0f); //FragColor = vec4(normal, 1.0f); //FragColor = vec4(tex, 1.0f, 1.0f); FragColor = texture(ourTexture, tex); }