prosperon/source/shaders/spritefrag.glsl

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#version 330 core
in vec2 texcoords;
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in vec4 fcolor;
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out vec4 color;
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uniform sampler2D image;
void main()
{
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color = fcolor * texture(image, texcoords);
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if (color.a <= 0.1f)
discard;
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}