#version 330 layout(std140) uniform turretRangeData { uint dataSize; vec4 color; } _47; uniform sampler2D pretest; in vec2 vUV; layout(location = 0) out vec4 fragColor; void main() { float a = texture(pretest, vUV).w; if (a == 0.0) { fragColor = vec4(0.0); return; } if (a == 1.0) { vec4 _40; if (false) { _40 = vec4(1.0, 1.0, 0.0, 1.0); } else { _40 = _47.color; } fragColor = _40; return; } discard; }