#version 330 core
in vec2 UVCoord;
in vec2 SourcePosition;
in vec2 SourceSize;
uniform sampler2D Tex;
out vec4 Color;
void main() {
vec4 color = texture(Tex, SourcePosition + SourceSize * UVCoord);
if (color.a <= 1.0/255) {
discard;
} else {
Color = color;
}
}