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#version 450

layout (binding = 0) uniform sampler2D samplerColor;

layout (location = 0) in vec2 inUV;

layout (location = 0) out vec4 outFragColor;

void main()
{
	vec4 color = texture(samplerColor, inUV);
	if (color.w == 0) {
		discard;
	}
	outFragColor = color;
}