#version 450 layout(location = 0) out vec4 out_color; layout(location = 0) in vec2 uv; layout(set = 2, binding = 0) uniform sampler2D tex_sampler; void main() { vec4 c = texture(tex_sampler, uv); float tol = 0.02; if (distance(c.rgb, vec3(1.0, 0.0, 1.0)) < tol || distance(c.rgb, vec3(0.0, 0.0, 0.0)) < tol) { discard; } out_color = c; }