#if ALPHATOCOVERAGE uniform sampler2D g_Texture0; // {"material":"albedo"} varying vec2 v_TexCoord; #endif void main() { #if ALPHATOCOVERAGE vec4 albedo = texSample2D(g_Texture0, v_TexCoord.xy); albedo.a = (albedo.a - 0.5) / max(fwidth(albedo.a), 0.0001) + 0.5; gl_FragColor = albedo; #if GLSL if (gl_FragColor.a < 0.5) discard; #endif #endif }