chars.frag
// shader.frag
#version 450
layout(location=0) in vec2 v_tex_coords;
layout(location=0) out vec4 f_color;
layout(set = 2, binding = 0) uniform texture2D t_circle;
layout(set = 2, binding = 1) uniform sampler s_circle;
void main() {
vec4 color;
color = texture(sampler2D(t_circle, s_circle), v_tex_coords);
if (color.w < 0.01) {
discard;
}
f_color = vec4(0., 0., 0., color.w);
}