in vec2 Texcoord;
in vec4 Color;

uniform sampler2D tex;
uniform UBOOL textured;
uniform float alphaRef;
uniform float meshAlpha;

OUTPUT

void main() {
	outColor = Color;
	if (UBOOL_TEST(textured)) {
		vec4 texColor = texture(tex, Texcoord);
		outColor.rgba *= texColor.rgba;
		outColor.a *= meshAlpha;
		if (outColor.a < alphaRef)
			discard;
	}
}
