#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(binding = 1) uniform sampler2D texSampler;
layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;
layout(location = 0) out vec4 outColor;
void main() {
// DEBUG COORDS:
// outColor = vec4(fragTexCoord, 0.0, 1.0);
// outColor = texture(texSampler, fragTexCoord * 2.0);
// outColor = vec4(fragColor * texture(texSampler, fragTexCoord).rgb, 1.0);
// outColor = texture(texSampler, fragTexCoord);
// outColor = vec4(ceil(texture(texSampler, fragTexCoord)).rgb * fragColor, 1.0);
if (texture(texSampler, fragTexCoord).rgb == vec3(0.0, 0.0, 0.0)) {
discard;
}
outColor = vec4(ceil(texture(texSampler, fragTexCoord)).rgb * fragColor, 0.1);
}