/////////////////////////////////////
// Unbound Visual + PT v9.6 by EminGT //
/////////////////////////////////////

//Common//
#include "/lib/common.glsl"

//////////Fragment Shader//////////Fragment Shader//////////Fragment Shader//////////
#ifdef FRAGMENT_SHADER

//Pipeline Constants//

//Common Variables//

//Common Functions//

//Includes//

//Program//
void main() {
    vec3 color = texelFetch(colortex0, texelCoord, 0).rgb;

    composite2 has been reserved for future use. This file is currently completely unused

    /* DRAWBUFFERS:0 */
    gl_FragData[0] = vec4(color, 1.0);
}

#endif

//////////Vertex Shader//////////Vertex Shader//////////Vertex Shader//////////
#ifdef VERTEX_SHADER

//Attributes//

//Common Variables//

//Common Functions//

//Includes//

//Program//
void main() {
    gl_Position = ftransform();
}

#endif
