#version 460 layout(location = 0) out vec4 frag_color; layout(binding = 0) uniform sampler2D image; layout(location = 0) in vec2 uv; layout(location = 1) flat in vec4 fColor; void main() { frag_color = texture(image, uv)*fColor; if(frag_color.a == 0) { discard; } }