// #type vertex #version 460 core uniform mat4 u_Projection; uniform mat4 u_View; layout (location = 0) in vec4 a_Position; layout (location = 1) in vec2 a_UV; layout (location = 2) in vec4 a_Color; layout (location = 3) in int a_AtlasId; layout (location = 4) in vec2 a_UnitRange; layout (location = 5) in mat4 a_Model; layout (location = 0) out vec4 o_Color; layout (location = 1) out vec2 o_UV; layout (location = 2) flat out int o_AtlasId; layout (location = 3) flat out vec2 o_UnitRange; void main() { o_Color = a_Color; o_UV = a_UV; o_AtlasId = a_AtlasId; o_UnitRange = a_UnitRange; gl_Position = u_Projection * u_View * a_Model * a_Position; } // #type fragment #version 460 core uniform sampler2D u_Atlas[16]; layout (location = 0) in vec4 i_Color; layout (location = 1) in vec2 i_UV; layout (location = 2) flat in int i_AtlasId; layout (location = 3) flat in vec2 i_UnitRange; layout (location = 0) out vec4 FragColor; float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), b)); } float screenPxRange() { vec2 screenTexSize = vec2(1.0) / fwidth(i_UV); return max(0.5 * dot(i_UnitRange, screenTexSize), 1.0); } void main() { vec3 msd = texture(u_Atlas[i_AtlasId], i_UV).rgb; float sd = median(msd.r, msd.g, msd.b); float screenPxDistance = screenPxRange() * (sd - 0.5); float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); // this is a temporary solution for TODO: fix depth test self discard on overlap if (opacity == 0.0) { discard; } FragColor = mix(vec4(0), i_Color, opacity); }