// Copyright © 2008-2018 Pioneer Developers. See AUTHORS.txt for details
// Licensed under the terms of the GPL v3. See licenses/GPL-3.txt

#include "attributes.glsl"
#include "logz.glsl"
#include "lib.glsl"

uniform sampler2D texture0;
uniform Material material;

in vec4 v_color;

out vec4 frag_color;

void main(void)
{
	frag_color = (texture(texture0, gl_PointCoord) * v_color) * material.emission;
}

