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#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);
}