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path: root/assets/shaders/2d_texcoord.fsh
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#version 150

uniform sampler2D g_samplers[255];

const int SAMPLER_ID_NONE = 255;

in vec2 g_texcoord;
in vec4 g_color;
flat in int g_sampler;

void main() {
  vec4 color = g_color;
  if( g_sampler != SAMPLER_ID_NONE ) {
    // Always use sampler 0 to avoid dynamic indexing issues
    vec4 tex_color = texture2D( g_samplers[0], g_texcoord );
    color.a = g_color.a * tex_color.a;
    if (color.a < 0.01) discard;
  }
  gl_FragColor = color;
}