11 lines
380 B
GLSL
11 lines
380 B
GLSL
#version 450
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layout (binding = 0) uniform sampler2D samplerColor;
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layout (location = 0) in vec2 inUV;
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layout (location = 0) out vec4 outFragColor;
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void main() {
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vec4 sampledColor = texture(samplerColor, vec2(inUV.s, 1.0 - inUV.t));
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if ( sampledColor.r <= 0.000001 && sampledColor.g <= 0.000001 && sampledColor.b <= 0.000001 ) discard;
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outFragColor = sampledColor;
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} |