# version 450 layout(location = 0) in vec4 fragColor; layout(location = 1) in vec3 fragTexCoord; layout(location = 0) out vec4 outColor; layout(binding = 1) uniform sampler2D texSampler; void main() { vec4 color = texture(texSampler, fragTexCoord.xy); /* if (color.w == 0) { discard; } */ outColor = color; // outColor = vec4(0.0, 0.8, 0.0, 1.0); // outColor = vec4(fragTexCoord.xyz, 1.0); }