#version 450
layout(set = 1, binding = 0) uniform texture2D tex;
layout(set = 1, binding = 1) uniform sampler samp;
layout(location = 0) in vec2 v_tex_coords;
layout(location = 1) in vec4 v_color;
layout(location = 2) in vec4 v_clip;
layout(location = 0) out vec4 color;
void main() {
float a = texture(sampler2D(tex, samp), v_tex_coords).r;
if (v_clip.x < 0.0 || v_clip.y < 0.0 || v_clip.z < 0.0 || v_clip.w < 0.0) {
discard;
}
color = vec4(v_color.rgb, a);
}