#version 300 es precision highp float; //the texture coordinate that came //in from the vertex shader in vec2 v_TexCoord; //primary purpose of fragment shader is //to spit out a color for every pixel layout(location = 0) out vec4 color; // uniform vec4 u_Color; uniform sampler2D u_Texture; //fragment shader gets called once per pixel void main() { vec4 texColor = texture(u_Texture, v_TexCoord); color = texColor; }