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#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);
}
}
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