#version 450 layout(location = 0) in vec2 o_uv; layout(location = 0) out vec4 frag_color; // NOTE(Skytrias): use new set? layout(set = 0, binding = 1) uniform texture2D texture_color; layout(set = 0, binding = 2) uniform sampler sampler_color; void main() { vec4 texture_color = texture(sampler2D(texture_color, sampler_color), o_uv); // discard useless alpha if (texture_color.a < 0.1) { discard; } frag_color = texture_color; }