#version 460 core #define STAGE_FRAGMENT 1 #include "common.glsl" layout(location = 2) in vec2 f_coord; #pragma texture(tex1, 0, sRGB_A) layout(set = MATERIAL_SET, binding = MATERIAL_TEXTURE_FIRST + 0) uniform sampler2D tex1; void main() { if (texture(tex1, f_coord).a < 0.5f) discard; }