#type vertex #version 450 core layout(location = 0) in vec3 a_Position; layout(location = 1) in vec4 a_Color; layout(location = 2) in vec2 a_TexCoord; layout(location = 3) in int a_ObjectID; // Camera uniform buffer (binding = 0) layout(std140, binding = 0) uniform CameraData { mat4 u_ViewProjection; mat4 u_View; mat4 u_Projection; vec3 u_CameraPosition; }; out vec4 v_Color; out vec2 v_TexCoord; flat out int v_ObjectID; void main() { v_Color = a_Color; v_TexCoord = a_TexCoord; v_ObjectID = a_ObjectID; gl_Position = u_ViewProjection * vec4(a_Position, 1.0); } #type fragment #version 450 core layout(location = 0) out vec4 o_Color; layout(location = 1) out int o_ObjectID; in vec4 v_Color; in vec2 v_TexCoord; flat in int v_ObjectID; uniform sampler2D u_Atlas; float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), b)); } void main() { vec3 msd = texture(u_Atlas, v_TexCoord).rgb; float sd = median(msd.r, msd.g, msd.b); // Smooth threshold around 0.5 (MSDF center) float alpha = smoothstep(0.5 - 0.1, 0.5 + 0.1, sd); if (alpha <= 0.0) discard; o_Color = vec4(v_Color.rgb, v_Color.a * alpha); o_ObjectID = v_ObjectID; }