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#version 450
layout(set = 1, binding = 0) uniform sampler2D texSampler;
layout(location = 0) in vec2 iTex;
layout(location = 1) in vec4 iColor;
layout(location = 0) out vec4 oColor;
void main()
{
float t = texture(texSampler, iTex).x;
if (t < 0.5)
discard;
oColor = vec4(iColor.xyz, t);
}