#version 450
layout(binding = 0) uniform sampler2D albedo_tex;
layout(location = 0) in vec2 in_uv;
layout(location = 0) out vec4 out__value;
void main() {
vec4 color = texture(albedo_tex, in_uv);
if ((color.a < 0.1)) {
discard;
}
float bright = ((color.r > 0.5) ? 1.0 : 0.0);
out__value = vec4((color.rgb * bright), color.a);
}