#version 330 core uniform usampler2D u_tex0; uniform ivec3 u_basecolor; uniform float u_alpha; layout (location = 0) out vec4 io_color; void main() { vec2 q = gl_FragCoord.xy; ivec2 p = ivec2(int(q[0]), int(q[1])); uint check = texelFetch(u_tex0, p, 0)[0]; if (check == uint(1)) discard; io_color = vec4(vec3(u_basecolor)/255.0, u_alpha); }