uniform sampler2D u_atlas; varying vec2 v_textureCoordinates; #ifdef RENDER_FOR_PICK varying vec4 v_pickColor; #else varying vec4 v_color; #endif void main() { #ifdef RENDER_FOR_PICK vec4 vertexColor = vec4(1.0, 1.0, 1.0, 1.0); #else vec4 vertexColor = v_color; #endif vec4 color = texture2D(u_atlas, v_textureCoordinates) * vertexColor; if (color.a == 0.0) { discard; } #ifdef RENDER_FOR_PICK gl_FragColor = v_pickColor; #else gl_FragColor = color; #endif }