out vec4 FragColor; uniform sampler2D uTexMain; uniform vec4 uColour; in vec4 aColour; in vec2 aUv; in vec3 aNorm; in vec3 aCo; void main() { vec4 diffuse = texture( uTexMain, aUv ); if( diffuse.a < 0.5 ) discard; FragColor = vec4( diffuse.rgb, 1.0 ) * uColour; }