#version 450 compatibility

//gbuffers_armor_glint.fsh

#include "/Include/Settings.glsl"

uniform sampler2D texture;

in vec4 color;
in vec4 texcoord;


void main(){
    vec4 albedo = texture2D(texture, texcoord.st);
    albedo *= color;

    #ifdef WHITE_DEBUG_WORLD
        albedo.rgb = vec3(1.0);
    #endif



    gl_FragData[0] = albedo;
}

/* DRAWBUFFERS:0 */
