//////////////////////////////////
// Complementary Base by EminGT //
//////////////////////////////////

//Common//
#include "/spookylib/common.glsl"

//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER

in vec2 texCoord;

flat in vec4 glColor;

//Uniforms//
uniform sampler2D tex;

//Pipeline Constants//

//Common Variables//

//Common Functions//

//Includes//
#ifdef COLOR_CODED_PROGRAMS
	#include "/spookylib/misc/colorCodedPrograms.glsl"
#endif

//spookyprogram//
void main() {
	vec4 color = texture2D(tex, texCoord);
	color.rgb *= glColor.rgb;

	#ifdef COLOR_CODED_PROGRAMS
		ColorCodeProgram(color);
	#endif

	/* DRAWBUFFERS:0 */
	gl_FragData[0] = color;
}

#endif

//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER

out vec2 texCoord;

flat out vec4 glColor;

//Uniforms//

//Attributes//

//Common Variables//

//Common Functions//

//Includes//

//spookyprogram//
void main() {
	gl_Position = ftransform();
	texCoord = (gl_TextureMatrix[0] * gl_MultiTexCoord0).xy;
	glColor = gl_Color;
}

#endif
