#version 450 layout(set = 0, 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); }