#version 330 core in vec2 texCoords; out vec4 color; uniform sampler2D inventoryTexture0; void main() { if (texCoords.x < 0.0 || texCoords.x > 1.0 || texCoords.y < 0.0 || texCoords.y > 1.0) { discard; } color = texture(inventoryTexture0, texCoords); }