#version 330 core in vec3 v_position; in vec4 v_color; in vec2 v_texcoord; out vec4 v_output; uniform sampler2D u_texture; uniform float u_time; void main() { vec4 tex = texture(u_texture, v_texcoord) * v_color; v_output = tex;//vec4(1.0, 0.0, 0.0, 0.5 + (sin(u_time * 0.3f) + 1.0) * 0.25); }