#version 450 layout (binding = 1) uniform sampler2D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 1) in vec3 inNormal; layout (location = 0) out vec4 outFragColor; void main() { vec4 color = texture(samplerColor, inUV); vec3 N = normalize(inNormal); vec4 textureColor = color; if (textureColor.a < 0.1) { //textureColor = vec4(0.2, 0.2, 0.2, 0.5); discard; } outFragColor = textureColor; // outFragColor = vec4(1, 0, 0, 1); }