13 lines
232 B
GLSL

#version 460 core
layout (location = 0) in vec4 tex_color;
layout (location = 1) in vec2 tex_coord;
out vec4 frag_color;
uniform sampler2D tex;
void main() {
frag_color = texture(tex, tex_coord) * (vec4(1.0) - tex_color);
}