#version 450 layout (set = 0, binding = 1) uniform sampler2D Texture; layout (location = 0) in vec2 st; layout (location = 1) in vec4 color; layout (location = 0) out vec4 frag_color; void main (void) { vec4 pix; pix = texture (Texture, st); if (pix.a < 0.5) discard; frag_color = pix * color; }