#version 430 core #extension GL_ARB_bindless_texture : require in vec2 vTexCoord; in vec4 vColor; out vec4 fragColor; uniform uvec2 uTextureHandle; uniform int uTextureLayer; void main() { sampler2DArray tex = sampler2DArray(uTextureHandle); vec4 color = texture(tex, vec3(vTexCoord, float(uTextureLayer))) * vColor; if (color.a < 0.02) discard; fragColor = color; }