#version 430 uniform mat4 M; uniform mat4 V; uniform mat4 P; uniform vec4 Color; uniform sampler2D texture0; in vec3 Normal; in vec3 Position; in vec2 TextureCoordinate; in vec4 DiffuseColor; in vec4 ExplosionColor; out vec4 fragmentColor; void main() { vec4 texel = texture2D(texture0, TextureCoordinate); fragmentColor = texel * DiffuseColor * Color + ExplosionColor; }