#include "header.glsl" #include "atlas.glsl" out vec4 f_colour; in VS_OUT { vec4 pos; vec4 colour; vec2 uv; flat uint texid; } vin; uniform mat4 u_colour = mat4(1); void main() { f_colour = u_colour * vin.colour * atlas_read_texture(vin.texid, vin.uv); }