#version 330 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; // Output fragment color out vec4 finalColor; void main() { vec4 texelColor = texture(texture0, fragTexCoord); if (texelColor.a == 0.0) discard; finalColor = texelColor * fragColor * colDiffuse; }