#version 420 core #include "clip.frag.glsl" layout(location = 0) in vec2 inPos; layout(location = 1) in vec2 inTexCoord; layout(location = 2) in vec4 inColor; layout(set = 0, binding = 0) uniform sampler2D inTexture; layout(location = 0) out vec4 color; void main() { color = clip (inPos, vec4(inColor.rgb * inColor.a, inColor.a) * texture(inTexture, inTexCoord).a); }