uniform int object_id = 0; layout(location = 0) out uint objectId; uniform float ImageTransparencyCutoff = 0.1; #ifdef V3D_SHADING_TEXTURE_COLOR uniform sampler2D image; in vec2 uv_interp; #endif void main() { #ifdef V3D_SHADING_TEXTURE_COLOR vec4 diffuse_color = texture(image, uv_interp); if (diffuse_color.a < ImageTransparencyCutoff) { discard; } #endif objectId = uint(object_id); }