graphics/08-particle-system/assets/shaders/fragment.glsl

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#version 330 core
out vec4 color;
in vec2 tex_coord;
uniform sampler2D sampler;
void main() {
color = texture(sampler, tex_coord);
// color = vec4(1.0, 0.0, 0.0, 1.0);
if (color.a < 0.1)
discard;
}