#version 330 core
out vec4 Result;
in vec3 FragPos;
in vec2 frag_texCoord;
in vec4 out_color;
uniform sampler2D textureSampler;
uniform vec3 viewPos;
void main()
{
vec4 texColor = texture(textureSampler, frag_texCoord);
if(texColor.a * out_color.a < 0.1)
discard;
Result = texColor * out_color;
}