// models/color.fs  -  RENDER_COLOR
//
// ARB dung DUY NHAT mot fragment program cho MOI chuong trinh
// (SingleDefaultNL.FSH, xem VPManager::CreateFromParts):
//     TEX Temp, TexCoord0, texture[0], 2D;
//     MUL RST_COLOR, Temp, FragColor;
//
// Voi RENDER_COLOR, ARB goi DisableTexture() - nhung lenh TEX cua ARB fragment
// program VAN lay mau tu texture dang bind o unit 0 (glEnable(GL_TEXTURE_2D)
// khong anh huong den ARB fp). Nen de khop hinh, GLSL phai lam Y HET: van
// nhan voi texture dang bind, du khong tu bind cai nao.

in vec2 vUV;
in vec4 vColor;

uniform sampler2D uTexture;

out vec4 FragColor;

void main()
{
    FragColor = texture(uTexture, vUV) * vColor;
}
