uniform float alphaTest; varying vec4 vColor; // Samplers varying vec2 vUV; uniform sampler2D diffuseSampler; void main(void) { vec4 color = texture2D(diffuseSampler, vUV); if ( (alphaTest > 0.0 && color.a < alphaTest) || (alphaTest < 0.0 && color.a > alphaTest * -1.0) ) discard; gl_FragColor = color; }