#version 450 layout(location = 0) in vec2 tex_coords; layout(location = 0) out vec4 gl_FragColor; layout(set = 1, binding = 0) uniform texture2D texture; layout(set = 1, binding = 1) uniform sampler texture_sampler; layout(set = 2, binding = 0) uniform vec4 input_color; void main() { vec4 t = texture(sampler2D(texture, texture_sampler), tex_coords); if (t.a == 0.0) { // t = vec4(1.0, 0.0, 0.0, 1.0); } gl_FragColor = t; }