#version 450 layout (set = 1, binding = 1) uniform sampler2DArray Texture; layout (push_constant) uniform PushConstants { layout (offset = 64) int frame; int spriteind; // two slots vec4 fog; }; layout (location = 0) in vec2 st; void main (void) { vec4 pix; pix = texture (Texture, vec3 (st, frame)); if (pix.a < 0.5) { discard; } }