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#version 330
#if defined VERTEX_SHADER
in vec3 in_position;
in vec2 in_texcoord_0;
uniform vec2 pos;
out vec2 uv0;
void main() {
gl_Position = vec4(vec3(in_position.xy + pos.xy, 0.0), 1.0);
uv0 = in_texcoord_0;
}
#elif defined FRAGMENT_SHADER
uniform sampler2D texture0;
uniform vec3 color;
const float FORCE = 2.5;
out vec4 fragColor;
in vec2 uv0;
void main() {
float val = texture(texture0, uv0).r;
fragColor = vec4(color * val, 0) * FORCE;
}
#endif
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