#version 330 core out vec4 FragColor; in vec4 VertexColor; in vec2 TexCoord; uniform sampler2D inpTexture; uniform vec3 rgbOffset = vec3(0.0, 0.0, 0.0); void main() { FragColor = texture(inpTexture, TexCoord) * (VertexColor + vec4(rgbOffset, 1.0)); }