#version 450 #include "common.frag.glsl" #include "clip.frag.glsl" layout(location = 0) in vec2 inPos; layout(location = 1) in vec2 inTexCoord; layout(location = 2) in vec4 inColor; layout(location = 3) flat in uvec2 inTexId; layout(location = 0) out vec4 color; void main() { color = clip (inPos, vec4(inColor.rgb * inColor.a, inColor.a) * texture(get_sampler (inTexId), inTexCoord).a); }