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