#version 150 uniform sampler2D Sampler0; in vec4 vertexColor; in vec2 texCoord0; in vec2 texCoord1; in vec2 texCoord2; out vec4 fragColor; void main() { vec4 color = texture(Sampler0, texCoord0); if (color.a < vertexColor.a) { discard; } fragColor = color; }