#ifdef Use_Bindless_Texture flat in sampler2D tex_layer_0; #else // spm layer 1 texture uniform sampler2D tex_layer_0; #endif #ifdef Use_Array_Texture uniform sampler2DArray tex_array; flat in float array_0; #endif in vec2 uv; out vec4 o_frag_color; void main(void) { #ifdef Use_Array_Texture vec4 col = texture(tex_array, vec3(uv, array_0)); #else vec4 col = texture(tex_layer_0, uv); #endif if (col.a < 0.5) { discard; } o_frag_color = vec4(1.0); }