Files
2026-06-08 17:07:34 -04:00

18 lines
268 B
GLSL

#version 330 core
out vec4 FragColor;
in vec3 normal;
in vec2 texCoord;
in vec3 FragPos;
uniform sampler2D tex;
uniform vec4 color;
void main()
{
vec4 base = texture(tex,texCoord) * color;
if (base.w == 0.0f) {
discard;
}
FragColor = base;
}