#version 450 layout (binding = 0) uniform sampler2D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { vec4 sampledColor = texture(samplerColor, inUV); if ( sampledColor.r <= 0.000001 && sampledColor.g <= 0.000001 && sampledColor.b <= 0.000001 ) discard; outFragColor = sampledColor; }