@vs vs in vec2 vertex; in vec2 uv; in vec4 vColor; out vec2 texcoords; out vec4 fcolor; uniform vs_p { mat4 proj; }; void main() { fcolor = vColor; texcoords = uv; gl_Position = proj * vec4(vertex, 0.0, 1.0); } @end @fs fs in vec2 texcoords; in vec4 fcolor; out vec4 color; uniform texture2D image; uniform sampler smp; void main() { color = texture(sampler2D(image,smp), texcoords); if (color.a <= 0.1f) discard; } @end @program sprite vs fs