@vs vs in vec4 pos; in vec4 color0; in vec2 texcoord0; out vec2 uv; out vec4 color; void main() { gl_Position = pos; uv = texcoord0; color = color0; } @end @fs fs uniform texture2D tex; uniform sampler smp; in vec2 uv; in vec4 color; out vec4 frag_color; void main() { frag_color = texture(sampler2D(tex, smp), uv) * color; } @end @program triangle vs fs