#version 150 uniform sampler2D g_samplers[255]; const uint SAMPLER_ID_NONE = 255u; in vec2 g_texcoord; in vec4 g_color; flat in uint g_sampler; void main() { vec4 color = g_color; if( g_sampler != SAMPLER_ID_NONE ) { vec4 tex_color = texture2D( g_samplers[g_sampler], g_texcoord ); color *= tex_color; if (color.a < 0.01) discard; } gl_FragColor = color; }