#version 450 core #pragma include ./shared.glsl in FragmentData fragmentData; layout (location = 0) uniform sampler2D uTexture; layout (location = 1) uniform vec4 uColor; out vec4 outColor; void main() { float alpha = texture(uTexture, fragmentData.texCoords).r; if (alpha <= 0.0) { discard; } outColor = fragmentData.color * uColor * vec4(1.0, 1.0, 1.0, alpha); }