19 lines
376 B
GLSL
19 lines
376 B
GLSL
uniform vec4 m_Color;
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#ifdef HAS_COLORMAP
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uniform sampler2D m_ColorMap;
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#endif
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in vec2 texCoord;
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out vec4 outFragColor;
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void main() {
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vec4 color = m_Color;
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#ifdef HAS_COLORMAP
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color *= texture(m_ColorMap, texCoord);
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#endif
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// Alpha-Discard: transparente Pixel sofort verwerfen, Z-Buffer bleibt sauber
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if (color.a < 0.5) discard;
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outFragColor = color;
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}
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