2d map, physics, and vptree implementation for sv
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#version 150
uniform sampler2D tex0;
in vec2 tex_c;
out vec4 outputColor;
float hash13(vec3 p3) {
p3 = fract(p3 * .1031);
p3 += dot(p3, p3.yzx + 19.19);
return fract((p3.x + p3.y) * p3.z);
}
void main()
{
vec4 texColor = texture(tex0, tex_c);
// Discard fragments with alpha below a threshold
if (texColor.a < 0.1) {
discard;
}
outputColor = texColor;
}