#version 330 #extension GL_ARB_separate_shader_objects : enable layout(location=1) in vec2 fsTex; layout(location=0) out vec4 target; uniform sampler2D mainTex; uniform vec4 lCol; uniform vec4 rCol; uniform float hidden; void main() { vec4 mainColor = texture(mainTex, fsTex.xy); vec4 col = mainColor; if(fsTex.y > hidden * 1.0) { } else { col.xyz = vec3(0.); col.a = col.a > 0.0 ? 0.3 : 0.0; } target = col; }