#version 330 core out vec4 FragColor; in vec3 ourColor; in vec2 texCoord; uniform sampler2D texture1; void main() { vec4 col = texture(texture1, texCoord) * vec4(ourColor, 1.0f); if (0 == col.r && 0 == col.g && 0 == col.b) { discard; } FragColor = col; }