voksel/res/shaders/chunk.fs.glsl
2021-08-29 16:17:56 +03:00

12 lines
223 B
GLSL

#version 330 core
out vec4 fragColor;
in vec2 passTexCoord;
uniform sampler2D a_texture;
void main() {
vec4 texColor = texture(a_texture, passTexCoord);
if (texColor.a < 0.1) discard;
fragColor = texColor;
}