#version 430 #define ALPHA_CUTOFF 0.3 layout (binding = 24) uniform sampler2D DiffuseTexture; uniform float Alpha; in VertexData{ vec2 TextureCoordinate; }Input; layout (location = 0) out float ShadowMap; void main() { vec4 diffuseTexel = texture(DiffuseTexture, Input.TextureCoordinate) * Alpha; if (diffuseTexel.a < ALPHA_CUTOFF) { discard; } }