#version 120 uniform sampler2D diffuseMap; varying vec2 diffuseMapUV; #include "vertexcolors.glsl" void main() { gl_FragData[0].rgb = vec3(1.0); gl_FragData[0].a = texture2D(diffuseMap, diffuseMapUV).a * getDiffuseColor().a; if (gl_FragData[0].a <= 0.5) discard; }