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#if defined(USE_COLOR_U32)
uniform uint color;
#else
uniform vec4 color;
#endif
out vec4 fragColor;
void main()
{
#if defined(USE_COLOR_U32)
fragColor = vec4(((color)&uint(0xFF)) * (1.0f / 255.0f),
((color >> 8) & uint(0xFF)) * (1.0f / 255.0f),
((color >> 16) & uint(0xFF)) * (1.0f / 255.0f),
((color >> 24)) * (1.0f / 255.0f));
#else
fragColor = color;
#endif
#if defined(USE_BACKGROUND)
gl_FragDepth = 1.0;
#endif
}
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