#version 450 layout(set = 1, binding = 0) uniform sampler2D texSampler; layout(location = 0) in vec2 iTex; layout(location = 1) in vec4 iColor; layout(location = 0) out vec4 oColor; void main() { float t = texture(texSampler, iTex).x; if (t < 0.5) discard; oColor = vec4(iColor.xyz, t); }