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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);
}