#version 330 in vec2 fragTexCoord; in vec4 fragColor; out vec4 finalColor; uniform sampler2D texture0; uniform vec4 colDiffuse; uniform float intensity; void main() { vec4 texelColor = texture(texture0, fragTexCoord); texelColor = texelColor*colDiffuse*fragColor*vec4(intensity, intensity, intensity, 1.0); finalColor = vec4(texelColor.rgb, (gl_FrontFacing ? 1.0 : 0.0)); }