in vec4 Color; in vec2 UV; out vec4 FragColor; // Render settings // x = texel width // y = texel height // z = FSAA blend factor // w = transparency uniform vec4 rendersettings; uniform sampler2D texture1; uniform vec4 texturefactor; void main() { vec4 c = texture(texture1, UV); FragColor = vec4(c.rgb, c.a * rendersettings.w); FragColor *= texturefactor; #if defined(ALPHA_TEST) if (FragColor.a < 0.5) discard; #endif }