layout(location = 0) in vec4 f_vertex_color; layout(location = 1) in vec2 f_uv; layout(location = 3) flat in int f_material_id; #include "utils/sample_mesh_texture.glsl" void main() { vec4 tex_color = sampleMeshTexture0(f_material_id, f_uv); if (tex_color.a * f_vertex_color.a < 0.5) discard; }