#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(binding = 1) uniform sampler2D texSampler;

layout(location = 0) in vec4 fragColor;
layout(location = 1) in vec2 fragTexCoord;

layout(location = 0) out vec4 outColor;

void main() {
    outColor = fragColor * texture(texSampler, fragTexCoord);

    if (outColor.a < 0.5)
        discard;
}