#version 450
layout(location = 0) in vec2 v_TexPos;
layout(location = 0) out vec4 f_Color;
layout(set = 1, binding = 0) uniform texture2D tex;
layout(set = 1, binding = 1) uniform sampler samp;
void main() {
vec4 value = texture(sampler2D(tex, samp), v_TexPos);
if (value.a <= 0.0) {
discard;
// f_Color = vec4(1.0, 0.0, 1.0, 1.0);
} else {
f_Color = value;
}
}