#version 150 precision highp float; in vec4 ex_Color; in vec2 UV; out vec4 out_Color; uniform vec4 ambient; uniform vec4 diffuse; uniform vec4 specular; uniform float shininess; uniform sampler2D texUnit0; uniform sampler2D texUnit1; uniform sampler2D texUnit2; uniform sampler2D texUnit3; void main(void) { out_Color = diffuse; }