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