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