#version 430 core in vec2 vTex; out vec4 fragColor; uniform sampler2D uDiffuse; void main() { vec4 sampled = texture(uDiffuse, vTex); // Alpha cutout for doors, windows, vegetation, and other alpha-keyed textures. // Without this, zero-alpha pixels in palette-indexed textures render as opaque // rectangles where the transparent parts should be. if (sampled.a < 0.5) discard; fragColor = sampled; }