20 lines
459 B
GLSL
20 lines
459 B
GLSL
#version 450
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layout(location = 0) in vec3 in_color;
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layout(location = 1) in vec2 in_uv;
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layout(location = 0) out vec4 out_color;
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layout(set = 0, binding = 0) uniform sampler2D base_color;
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layout(push_constant) uniform AlphaTestConstants {
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layout(offset = 64)
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float alpha_cutoff;
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} alpha_test;
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void main() {
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out_color = texture(base_color, in_uv) * vec4(in_color, 1.0);
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if (out_color.a < alpha_test.alpha_cutoff) {
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discard;
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}
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}
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