#version 460 core layout(binding = 0) uniform sampler2D blockModelAtlas; layout(location = 0) in vec2 uv; layout(location = 1) in flat vec2 baseUV; layout(location = 2) in flat vec4 colourTinting; layout(location = 3) in flat int discardAlpha; layout(location = 0) out vec4 outColour; void main() { vec2 uv = mod(uv, vec2(1))*(1f/(vec2(3,2)*256f)); vec4 colour = texture(blockModelAtlas, uv + baseUV); if (discardAlpha == 1 && colour.a == 0.0f) { discard; } outColour = colour * colourTinting; //outColour = vec4(uv + baseUV, 0, 1); }