#version 330 noperspective in vec2 fragTexCoord; noperspective in vec3 fragColor; uniform sampler2D texture0; uniform vec4 colDiffuse; out vec4 finalColor; void main() { vec4 texelColor = texture(texture0, fragTexCoord); if(texelColor.a < 0.8) discard; finalColor = texelColor*colDiffuse*vec4(fragColor, 1.0); }