in vec2 Texcoord;
in vec4 Color;

uniform sampler2D tex;
uniform float alphaRef;
uniform UBOOL alphaTest;

OUTPUT

void main() {
	outColor = Color * texture(tex, Texcoord);

	if (UBOOL_TEST(alphaTest) && outColor.a < alphaRef) {
		discard;
	}
}
