#version 330 core out vec4 FragColor; in vec3 ourColor; in vec2 TexCoord; in vec3 ourBackground; // texture sampler uniform sampler2D texture1; void main() { vec4 original = texture(texture1, TexCoord); if (original.r < 0.1f || original.g < 0.1f || original.b < 0.1f) discard; vec4 fg = original * vec4(ourColor, 1.f); FragColor = fg; }