#version 330 core in vec2 texCoords; out vec4 color; uniform sampler2D guiTexture0; uniform bool hovering; void main() { if (texCoords.x < 0.0 || texCoords.x > 1.0 || texCoords.y < 0.0 || texCoords.y > 1.0) { discard; } vec4 texel0, texel1; //color = texture(guiTexture0, texCoords); texel0 = texture(guiTexture0, texCoords); //texel1 = texture(guiTexture1, texCoords); color = texel0; if (hovering){ color = mix(color, vec4(0.f, 0.f, 0.f, 1.f), .5f); } }