Shader with color and texture

The following shader does just create a color, but how to rewrite it in order to accept
textures additionaly, without destroying color, camera etc…
Can’t wrap my head around, where to put the texture coords and the uv layout in the corresponding shaders…

const char* vertexShaderCode = "#version 330 core\n"
		"layout (location = 0) in vec3 pos;\n"
		"uniform mat4 projection;\n"
		"uniform mat4 view;\n"
		"uniform mat4 model;\n"
		"void main() { gl_Position = projection * view * model * vec4(pos, 1.0); }\n";

	const char* fragmentShaderCode = "#version 330 core\n"
		"out vec4 FragColor;\n"
		"uniform vec3 color;\n"
		"void main() { FragColor = vec4(color, 1.0); }\n";

In case you haven’t found a solution already:

Vertex shader:

#version 330 core

layout (location = 0) in vec3 pos;
layout (location = 1) in vec2 uv;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec2 TexCoord;

void main()
{
   gl_Position = projection * view * model * vec4(pos, 1.f);
   TexCoord = uv;
};

Fragment shader:

#version 330 core

in vec2 TexCoord;
out vec4 frag_color;

uniform sampler2D sampler;

void main()
{
   frag_color = texture(sampler, TexCoord);
};

This fragment shader will only display the colour of the texture. If you want to blend the texture with your current colour, try:

frag_color = texture(sampler, TexCoord) * vec4(color, 1.0);