#version 430 core out vec4 FragColor; in vec2 TexCoords; uniform sampler2D screenTexture; uniform vec3 color; void main(){ vec4 textureColor = texture(screenTexture, TexCoords); textureColor.r = textureColor.r * color.r; textureColor.g = textureColor.g * color.g; textureColor.b = textureColor.b * color.b; if(textureColor.a < 0.1){ discard; } FragColor = textureColor; }