#version 450
layout(location = 0) in vec2 v_TexPos;
layout(location = 0) out vec4 f_Color;
layout(set = 0, binding = 0) uniform texture2D t_1D;
layout(set = 0, binding = 1) uniform sampler s_msaa;
void main() {
vec4 c = texture(sampler2D(t_1D, s_msaa), v_TexPos);
if (c.a <= 0.0) {
discard;
}
f_Color = c;
}