#version 330 #extension GL_ARB_separate_shader_objects : enable layout(location=1) in vec2 fsTex; layout(location=0) out vec4 target; uniform sampler2D mainTex; void main() { float x = fsTex.x; if (x < 0.0 || x > 1.0) { target = vec4(0); return; } vec4 mainColor = texture(mainTex, vec2(x,fsTex.y)); target = vec4(0.0, 0.0, 0.0, mainColor.a); }