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- #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);
- }
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