#version 450 layout (location = 0) in vec3 vertexViewSpacePosition; layout (location = 1) in vec2 vertexTexCoords; layout (location = 0) out vec4 fragAlbedo; layout (binding = 0) uniform sampler2D albedoTextureID; uniform vec3 albedoColor; void main() { // Texturing vec4 texelColor = texture(albedoTextureID, vertexTexCoords); // Discard fragment if transparent if (texelColor.a < 0.5f) { discard; } // Final color fragAlbedo = vec4(albedoColor.rgb, 1); }