This I was watching some tutorials about VOPs and the basics of building custom shaders.
Although VOPs are another quite overwhelming topic, after some trial and error I managed to build a shader from scratch that has a base color which you can enable/disable and can take in a color map which you can enable/disable.
First I thought I was doing something wrong since I wasn't able to see the texture on the model but then I just tried rendering it and there it was , the texture renders just fine.
So how do I build a shader that is capable of OpenGL?
How to build OpenGL in custom shader?
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