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