2d map, physics, and vptree implementation for sv
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#version 150
uniform sampler2D tex0;
uniform float greyscale;
in vec2 tex_c;
out vec4 outputColor;
void main()
{
vec4 texColor = texture(tex0, tex_c);
// Discard fragments with alpha below a threshold
if (texColor.a < 0.1) {
discard;
}
// Convert to grayscale if is_nearest is true
if (greyscale < 0.5) { // Using 0.5 as threshold since GLSL doesn't have bool
float gray = dot(texColor.rgb, vec3(0.299, 0.587, 0.114)); // Standard grayscale conversion
outputColor = vec4(vec3(gray), texColor.a);
} else {
outputColor = texColor;
}
}