layout(location = 0) in vec4 f_vertex_color; layout(location = 1) in vec2 f_uv; layout(location = 3) flat in int f_material_id; layout(location = 0) out vec4 o_color; #include "utils/sample_mesh_texture.h" void main() { vec4 mixed_color = sampleMeshTexture0(f_material_id, f_uv)* f_vertex_color; if (mixed_color.a < 0.5) discard; o_color = vec4(mixed_color.xyz, 1.0); }