struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) texUVs: vec2<f32>,
};
struct Uniform {
tex: mat4x4<f32>,
threshold: f32,
};
@group(0) @binding(0)
var<uniform> unif: Uniform;
@group(1) @binding(0)
var tex : texture_2d<f32>;
@group(1) @binding(1)
var samp : sampler;
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let color = textureSample(tex, samp, in.texUVs);
if (color.a <= unif.threshold) {
discard;
}
return vec4(1.0, 1.0, 1.0, 1.0);
}