#version 100 // Default fragment shader used by Raylib. precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; void main() { // Texel color fetching from texture sampler vec4 texelColor = texture2D(texture0, fragTexCoord); gl_FragColor = texelColor*colDiffuse*fragColor; }