#version 140 uniform sampler2D tex; uniform vec3 diffuse; in vec3 v_color; in vec2 v_tex_coords; out vec4 color; void main() { color = vec4(v_color.x, v_color.y, v_color.z, 1.0); if (texture(tex, v_tex_coords).a < 0.05) { discard; } }