#version 330 uniform sampler2D Texture; uniform vec3 light_source_position; in vec3 xyz_coords; in vec3 v_normal; in vec2 v_im_coords; in float v_opacity; in float v_gloss; out vec4 frag_color; #INSERT add_light.glsl void main() { vec4 im_color = texture(Texture, v_im_coords); frag_color = add_light(im_color, xyz_coords, normalize(v_normal), light_source_position, v_gloss); frag_color.a = v_opacity; }