// __multiversion__
// This signals the loading code to prepend either #version 100 or #version 300 es as apropriate.

#include "shaders/fragmentVersionCentroidUV.h"

// This shader isn't actually used in OGL, we have to have an OGL shader since a material refers to the DX version
// and thus this also needs to exist on the OGL side.
void main()
{
	gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
}
