#version 140 in vec3 v_v3Position; in vec2 v_v2TexCoords; out vec4 f_Color; uniform sampler2D txAtlas; uniform float fBorderWidth; uniform vec4 v4BorderColor; uniform vec4 v4FillColor; void main() { // For now just honor the fill color vec4 color = texture(txAtlas, v_v2TexCoords) * v4FillColor; if (color.a <= 0.1) discard; f_Color = color; }