#version 450 #pragma shader_stage(fragment) layout (binding = 1) uniform sampler2D samplerTexture; layout (location = 0) in vec2 inUv; layout (location = 1) in vec4 inColor; layout (location = 0) out vec4 outColor; void main() { vec4 color = texture( samplerTexture, inUv ) * inColor; if ( color.a == 0.0f ) discard; outColor.rgb = color.rgb; outColor.a = color.a; }