precision highp float; uniform sampler2D sampler; layout (location = 2) uniform vec4 tint = vec4(1, 1, 1, 1); noperspective in vec2 frag_texcoords; out vec4 color; //layout (depth_greater) out float gl_FragDepth; void main() { color = texture(sampler, frag_texcoords) * tint; if (color.a == 0) discard; }