varying vec2 uv;
varying vec3 vert_position;
varying vec3 normal_vector;

uniform sampler2D textureSampler;
// uniform sampler2D normalSampler;
#if (QUALITY_LEVEL > 0)
// uniform sampler2D specularSampler;
#endif
uniform samplerCube skyboxSampler;

uniform vec3 camera_position;
uniform mat4 rot_from_torque_mat;
uniform mat4 rot_to_torque_mat;
uniform vec4 ambient_color;
uniform vec4 sun_color;
uniform vec3 sun_direction;

void main() {
    // Correct UV based on texture scale
    vec2 scaled_uv = uv;

    // Texture values
    vec4 material_color = texture2D(textureSampler, scaled_uv);

    gl_FragColor = material_color;
}