#version 330 core in vec2 TexCoord; out vec4 color; uniform sampler2D blockTexture; uniform int block; uniform float time; void main() { //color = mix(texture(texture1, TexCoord), texture(texture2, TexCoord), 0.0); /*if (block==1) color = vec4(0.2,0.2,0.2,1); else if (block==0) color = vec4(0,0,0,1); else color = vec4(1,1,1,1);*/ color = texture(blockTexture,TexCoord); //color = vec4(TexCoord.x,TexCoord.y,0,1); }