| out vec4 fragment_colour; | |
| uniform sampler2DArray texture_array_sampler; | |
| in vec3 local_position; | |
| in vec3 interpolated_tex_coords; | |
| in float interpolated_shading_value; | |
| void main(void) { | |
| vec4 texture_colour = texture(texture_array_sampler, interpolated_tex_coords); | |
| fragment_colour = texture_colour * interpolated_shading_value; | |
| if (texture_colour.a == 0.0) { // discard if texel's alpha component is 0 (texel is transparent) | |
| discard; | |
| } | |
| } |