15 lines
239 B
GLSL
15 lines
239 B
GLSL
#version 330 core
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in vec4 a_color;
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in vec2 a_texCoord;
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out vec4 f_color;
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uniform sampler2D u_texture0;
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void main(){
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vec4 tex_color = texture(u_texture0, a_texCoord);
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if (tex_color.a < 0.5)
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discard;
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f_color = a_color * tex_color;
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}
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