#version 140 in vec2 v_tex_coord; in vec4 v_color; out vec4 frag_color; uniform sampler2D tex; void main() { frag_color = vec4(texture(tex, v_tex_coord).a, 0, 0, 1); vec4 c = v_color; c.a = texture(tex, v_tex_coord).r; if (c.a <= 0.01) { discard; } else { frag_color = c; } }