#version 330 core

in vec2 texCoords;

out vec4 color;

uniform sampler2D texSampler;
uniform float durability;

void main() {
    color = texture(texSampler, texCoords);
    if (texCoords.x < 0) {
        color = vec4(1, 0.8, 0.4, 1);
    }
    if (texCoords.y > durability) {
        color.w *= 0.5;
    }
}