#version 330 core in vec4 outPos; in vec3 outNormal; in vec3 outTangent; in vec3 outBitangent; in vec2 outTextCoords; out vec4 outAlbedo; struct Material { vec4 diffuse; }; uniform sampler2D textureSampler; uniform Material material; void main() { vec4 texColor = texture(textureSampler,outTextCoords); if(texColor.a < 0.4){discard;} outAlbedo = texColor; texColor = texColor + material.diffuse; }