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# 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);
}
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