uniform sampler2D texture_front; uniform sampler2D texture_back; void main() { vec2 tcfull = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y); vec4 texel = gl_FrontFacing ? texture(texture_back, tcfull) : texture(texture_front, tcfull); if (texel.a == 0.0) { discard; } texel.a = 1.0; frag_color = texel; }