[[vertex]] uniform mat4 mvp; in vec4 pos; in vec2 uvs; out vec2 uv; void main() { uv = uvs; gl_Position = mvp * vec4(pos.xyz, 1.0); } [[fragment]] uniform sampler2D tex; uniform mediump vec4 col; in mediump vec2 uv; out mediump vec4 frag; void main() { frag = vec4(col.rgb, texture(tex, uv).a > 0.01 ? 1.0 : 0.0); }