+out vec4 FragColor;
+
+uniform sampler2D uTexMain;
+uniform vec4 uColour;
+
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
+in vec3 aCo;
+
+void main()
+{
+ vec3 diffuse = texture( uTexMain, aUv ).rgb;
+ FragColor = vec4(pow(diffuse,vec3(1.0)),1.0);
+}