// include test

void frag( v2f i ) {
  if ( u_mode ) {
      gl_FragColor = vec4( u_color, 1.0 );
  } else {
    #ifdef HAS_TEXTURE
      gl_FragColor = texture2D( u_texture, i.v_uv );
    #else
      gl_FragColor = vec4(1.0, 0.5, 0.0, 1.0);
    #endif
  }
}