#version 330 core

uniform sampler2D sampler;

uniform vec4  iColor = vec4(1, 1, 1, 1);
uniform float alpha  = 1;
uniform float amount = 1;

in vec2 texCoords;

out vec4 color;

void main() {
	vec4 texColor = texture(sampler, texCoords);
	if(texColor.a == 0)
		discard;
	else {
		color = mix(iColor, texColor, amount);
		color.a = color.a * alpha;
	}
}