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