in vec2 texcoordOut;
uniform sampler2D textureSampler;
out vec4 fragColour;

void main() {
    fragColour = applyPaperTexture(texture(textureSampler, texcoordOut));

#ifdef SHOW_OFFSCREEN
    float s = 0.333 * fragColour.r + 0.333 * fragColour.g + 0.333 * fragColour.b;
    fragColour = vec4(0, 0.5 * s, 1.0 * s, fragColour.a);
#endif
}
