#version 300 es uniform sampler2D textureSampler; in vec2 vUV; in vec4 vColor; out vec4 outFragColor; #ifdef CLIPPLANE in float fClipDistance; #endif void main() { #ifdef CLIPPLANE if (fClipDistance > 0.0) discard; #endif outFragColor = texture(textureSampler, vUV) * vColor; }