Lightweight OpenGL 3D Renderer
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#version 330 core
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out vec4 FragColor;
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in vec4 VertexColor;
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in vec2 TexCoord;
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uniform sampler2D inpTexture;
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uniform vec3 rgbOffset = vec3(0.0, 0.0, 0.0);
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void main() {
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FragColor = texture(inpTexture, TexCoord) * (VertexColor + vec4(rgbOffset, 1.0));
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}
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