#version 330 core include(`materialInterface.glsl') include(`geometryOut.glsl') uniform sampler2D texture0; void main() { vec4 textureColour = texture(texture0, TexCoords); float clear = round(mix(textureColour.a, 1, Colour.a)); gPosition = vec4(FragPos, clear); gNormal = vec4(Normal, clear); gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a); }