#version 140 uniform sampler2D texSampler2D; in vec4 color; in float alpha; in vec4 TexCoord[6]; in vec4 userIn[2]; flat in int a, b; void main() { vec4 texColor = texture(texSampler2D, vec2(userIn[b] + TexCoord[a] + TexCoord[5])); texColor += color; texColor.a = alpha; gl_FragColor = TexCoord[0] + TexCoord[b] + texColor + userIn[a]; }