2d map, physics, and vptree implementation for sv
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#version 150
uniform sampler2DRect tex0;
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;
}
vec3 color = texColor.rgb;
color = vec3(dot(color, vec3(0.299, 0.587, 0.114)));
outputColor = vec4(color, texColor.a);
}