#version 450 #extension GL_ARB_separate_shader_objects : enable layout(location = 0) in vec2 inTexCoord; layout(location = 1) in vec4 inVertexColor; layout(location = 0) out vec4 outColor; layout(set = 2, binding = 0) uniform sampler2D texSampler; void main() { outColor = inVertexColor; if(outColor.w < 0.1) discard; }