diff --git a/build/shaders/shader.fs b/build/shaders/shader.fs
index 6e273bd..709d716 100644
--- a/build/shaders/shader.fs
+++ b/build/shaders/shader.fs
@@ -5,10 +5,9 @@ out vec4 FragColor;
 in vec3 ourColor;
 in vec2 TexCoord;
 
-uniform sampler2D texture1;
-uniform sampler2D texture2;
+uniform sampler2D tex;
 
 void main()
 {
-	FragColor = texture(texture2, TexCoord);
+	FragColor = texture(tex, TexCoord);
 }
diff --git a/build/src/main.cpp.o b/build/src/main.cpp.o
index d000126..e2d68d5 100644
Binary files a/build/src/main.cpp.o and b/build/src/main.cpp.o differ
diff --git a/build/untap b/build/untap
index 2c1630b..0b65a4f 100755
Binary files a/build/untap and b/build/untap differ
diff --git a/src/main.cpp b/src/main.cpp
index 125340c..99fda50 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -39,47 +39,31 @@ int main()
 	Shader myShader("shaders/shader.vs", "shaders/shader.fs");
 
 	texture_t tex;
-	tex.data = stbi_load("textures/container.jpg", &tex.width, &tex.height, &tex.nrChannels, 0);
 
-	unsigned int texture1;
-	glGenTextures(1, &texture1);
-	glBindTexture(GL_TEXTURE_2D, texture1);
+	stbi_set_flip_vertically_on_load(true);
+
+	tex.data = stbi_load("textures/wg.jpg", &tex.width, &tex.height, &tex.nrChannels, 0);
+
+	unsigned int texture;
+	glGenTextures(1, &texture);
+	glBindTexture(GL_TEXTURE_2D, texture);
 	
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
 	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 
+	
 	if (tex.data) {
 		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.width, tex.height, 0, GL_RGB, GL_UNSIGNED_BYTE, tex.data);
 		glGenerateMipmap(GL_TEXTURE_2D);
 	} else {
 		std::cout << "Failed to load texture\n";
 	}
+
+
 	
 	stbi_image_free(tex.data);
-
-	stbi_set_flip_vertically_on_load(true);
-	tex.data = stbi_load("textures/wg.jpg", &tex.width, &tex.height, &tex.nrChannels, 0);
-
-	unsigned int texture2;
-	glGenTextures(1, &texture2);
-	glBindTexture(GL_TEXTURE_2D, texture2);
-	
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-
-	if (tex.data) {
-		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.width, tex.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex.data);
-		glGenerateMipmap(GL_TEXTURE_2D);
-	} else {
-		std::cout << "Failed to load texture\n";
-	}
-	
-	stbi_image_free(tex.data);
-
 	
 	unsigned int VAO;
 	glGenVertexArrays(1, &VAO);
@@ -110,8 +94,7 @@ int main()
 	glEnableVertexAttribArray(2);
 
 	myShader.use();
-	myShader.setInt("texture1", 0);
-	myShader.setInt("texture2", 1);
+	myShader.setInt("tex", 0);
 
 
 	while(!glfwWindowShouldClose(window)) {
@@ -125,9 +108,7 @@ int main()
 		myShader.use();
 		
 		glActiveTexture(GL_TEXTURE0);
-		glBindTexture(GL_TEXTURE_2D, texture1);	
-		glActiveTexture(GL_TEXTURE1);
-		glBindTexture(GL_TEXTURE_2D, texture2);
+		glBindTexture(GL_TEXTURE_2D, texture);	
 
 		glBindVertexArray(VAO);
 		glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
diff --git a/src/shaders/shader.fs b/src/shaders/shader.fs
index 6e273bd..709d716 100644
--- a/src/shaders/shader.fs
+++ b/src/shaders/shader.fs
@@ -5,10 +5,9 @@ out vec4 FragColor;
 in vec3 ourColor;
 in vec2 TexCoord;
 
-uniform sampler2D texture1;
-uniform sampler2D texture2;
+uniform sampler2D tex;
 
 void main()
 {
-	FragColor = texture(texture2, TexCoord);
+	FragColor = texture(tex, TexCoord);
 }