#version 330 core out vec4 fragColor; in vec3 passTexCoords; in vec3 passLight; uniform sampler2DArray textureArray; void main() { vec4 texColor = texture(textureArray, passTexCoords); if (texColor.a < 0.1) discard; texColor.rgb = pow(texColor.rgb, vec3(2.2)); fragColor = vec4(texColor.rgb * passLight, texColor.a); }