#if VERTEX_SHADER

in vec3 position;
in vec4 colour;
in vec2 tex_coord0;

out vec4 frag_colour;
out vec2 frag_uv;

void main() {
	gl_Position = vec4( position, 1.0 );
	frag_colour = colour;
	frag_uv = tex_coord0;
}

#else

in vec4 frag_colour;
in vec2 frag_uv;

uniform sampler2D tex;

out vec4 screen_colour;

void main() {
	screen_colour = texture( tex, frag_uv ) * frag_colour;
}

#endif
