#version 150 uniform sampler2D u_albedoSampler; uniform int u_hasTexture; in vec2 v_texCoord; void main () { if ((u_hasTexture != 0)) { vec4 tmpvar_1; tmpvar_1 = texture (u_albedoSampler, v_texCoord); if (((tmpvar_1.w * 255.0) < 1.0)) { discard; }; }; }