#version 450 layout(set = 1, binding = 0) uniform sampler2D tex; layout(location = 0) in vec2 in_tex_coords; layout(location = 1) in vec4 in_color; layout(location = 2) in vec4 in_color_bias; layout(location = 0) out vec4 out_color; void main() { vec4 color = (texture(tex, in_tex_coords) + in_color_bias) * in_color; if (color.a == 0.0) { discard; } out_color = color; }