#version 330 core out vec4 FragColor; in vec2 TexCoords; uniform sampler2D screenTexture; uniform vec3 color; void main(){ vec3 textColorModifier = color; if(color.x == 0 && color.y == 0 && color.z == 0){ textColorModifier.x = 1; textColorModifier.y = 1; textColorModifier.z = 1; } FragColor = texture(screenTexture, TexCoords) * vec4(textColorModifier.xyz, 1.0); }