text: #version 330
  
  in vec2 outTexCoord;
  in vec3 mvPos;
  out vec4 fragColor;
  
  uniform sampler2D texture_sampler;
  uniform vec4 colour;
  uniform int hasTexture;
  
  void main()
  {
      if ( hasTexture == 1 )
      {
          fragColor = colour * texture(texture_sampler, outTexCoord);
      }
      else
      {
          fragColor = colour;
      }
  }