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