#version 330 #extension GL_ARB_separate_shader_objects : require #include uniform sampler2D Sampler0; layout(location = 0) in vec2 texCoord0; layout(location = 0) out vec4 fragColor; void main() { vec4 color = texture(Sampler0, texCoord0); if (color.a == 0.0) { discard; } fragColor = color * ColorModulator; }