#version 450 core in vec2 vUv; out vec4 FragColor; uniform sampler2D uTexture; uniform vec4 uColor; void main() { vec4 texel = texture(uTexture, vUv); if (texel.a < 0.01) discard; FragColor = vec4(texel.rgb * uColor.rgb, texel.a * uColor.a); }