#version 450 uniform sampler2D tex0; uniform sampler2D texa; in vec2 texCoord; out vec4 FragColor; void main() { vec4 col = textureLod(tex0, texCoord, 0); float mask = clamp(textureLod(texa, texCoord, 0).r + 0.5, 0.0, 1.0); FragColor = col * mask; }