#version 330 core

uniform float status;
uniform sampler2D textureSampler;

in vec2 texCoord;

out vec4 color;

void main() {
    color = texture(textureSampler, texCoord);
    if (color.x + color.z - 2 * color.y > 0.9) {
        if (texCoord.x > status) {
            color.w = 0;
        }
    }
}