// 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); }