1 #version 400 2 #extension GL_ARB_separate_shader_objects : enable 3 #extension GL_ARB_shading_language_420pack : enable 4 layout (binding = 0) uniform sampler2D tex; 5 layout (location = 0) in vec2 texcoord; 6 layout (location = 0) out vec4 uFragColor; 7 void main() { 8 uFragColor = texture(tex, texcoord); 9 } 10