2025-05-02 15:49:01 +02:00

15 lines
274 B
GLSL

#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;
}
}