#version 410 uniform sampler2D basic_texture; uniform vec3 laser_color; in vec2 texture_coordinates; in vec3 position_eye; out vec4 frag_color; void main() { vec4 texel = texture(basic_texture, texture_coordinates); frag_color = vec4(texel.r * laser_color.r, texel.g * laser_color.g, texel.b * laser_color.b, texel.a); }