#version 300 es precision highp float; uniform sampler2D texture_data; in vec2 vertex_texcoord; in vec3 vertex_color; out vec4 frag_color; void main() { vec4 texel = texture(texture_data, vertex_texcoord); if (texel.rgb == vec3(0.0, 0.0, 0.0)) discard; texel.r = vertex_color.r; texel.g = vertex_color.g; texel.b = vertex_color.b; frag_color = texel; }