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 if (texture(image, uv_interp).a < ImageTransparencyCutoff) { discard; } #endif objectId = uint(resource_id + 1) & 0xFFu; }