#version 460

layout(set = 1, binding = 1, std140) uniform ufBlock
{
    ivec4 uf_remappedPS[3];
    float uf_alphaTestRef; // Threshold for alpha testing
    vec4 uf_fragCoordScale;
} _86;

layout(set = 1, binding = 0) uniform sampler2D textureUnitPS0;

layout(location = 0) in vec4 passParameterSem128;
layout(location = 1) in vec4 passParameterSem129;
layout(location = 0) out vec4 passPixelColor0;

void main()
{
    // Set the fragment color to fully transparent
    passPixelColor0 = vec4(0.0, 0.0, 0.0, 0.0);
}
