in vec2 Texcoord; in vec4 Color; uniform sampler2D tex; uniform UBOOL textured; uniform float alphaRef; uniform float meshAlpha; OUTPUT void main() { outColor = Color; if (UBOOL_TEST(textured)) { vec4 texColor = texture(tex, Texcoord); outColor.rgba *= texColor.rgba; outColor.a *= meshAlpha; if (outColor.a < alphaRef) discard; } }