transparency/alpha: simple binary transparent/opaque, no blending, just discard some fragments
#version 330 core
uniform mat4 uModel;
uniform mat4 uView;
uniform mat4 uProjection;
in vec3 aVertexXYZ;
in vec2 aTextureXY;
out vec2 vTextureXY;
void main() {
gl_Position = uProjection * uView * uModel * vec4(aVertexXYZ, 1.0f);
vTextureXY = aTextureXY;
}