#version 450
layout(location = 0) in vec2 v_Uv;
layout(location = 1) in vec4 v_Color;
layout(location = 0) out vec4 o_Target;
layout(set = 1, binding = 2) uniform texture2D TextureAtlas_texture;
layout(set = 1, binding = 3) uniform sampler TextureAtlas_texture_sampler;
void main() {
if (v_Color.a == 0.0) {
discard;
}
o_Target = v_Color * texture(
sampler2D(TextureAtlas_texture, TextureAtlas_texture_sampler),
v_Uv
);
}