#version 450 layout(location = 0) in vec3 UvTex; layout(location = 1) in vec4 Color; layout(set = 2, binding = 0) uniform texture2D Tex; layout(set = 2, binding = 1) uniform sampler Sampler; layout(location = 0) out vec4 C; void main() { vec4 color = Color; if (UvTex.z > 0.0) { color = color * texture(sampler2D(Tex, Sampler), UvTex.xy).rgba; } if (color.a <= 0.5) { discard; } C = color; }