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#version 330
uniform sampler2D texture0;
uniform vec4 colDiffuse;
in vec2 frag_texcoord;
in vec4 frag_colour;
in vec3 frag_lighting;
out vec4 finalColor;
void
main() {
vec4 texel = texture(texture0, frag_texcoord) * frag_colour;
if (texel.a < 0.5) {
discard;
}
texel.rgb += colDiffuse.rgb;
vec3 lighting = max(frag_lighting, vec3(0.0));
finalColor = vec4(texel.rgb * lighting, 1.0);
}
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