2024-07-20 16:05:06 +03:00

11 lines
210 B
GLSL

in vec2 a_textureCoord;
in vec4 a_color;
out vec4 f_color;
uniform sampler2D u_texture;
void main(){
f_color = a_color * texture(u_texture, a_textureCoord);
if (f_color.a == 0.0) discard;
}