#version 450 layout(set = 0, binding = 1) uniform sampler2D font_tex; layout(location = 0) in vec2 f_tex_pos; layout(location = 1) in vec4 f_color; layout(location = 0) out vec4 Target0; void main() { float alpha = texture(font_tex, f_tex_pos).r; if (alpha <= 0.0) { discard; } Target0 = f_color * vec4(1.0, 1.0, 1.0, alpha); }