#version 450 layout(set = 0, binding = 0) uniform sampler2D albedo_tex; layout(location = 0) in vec2 in_uv; layout(location = 0) out vec4 out__value; void main() { vec4 color = texture(albedo_tex, in_uv); float dx = dFdx(color.r); float dy = dFdy(color.r); float fw = fwidth(color.r); float edge = step(0.1, fw); out__value = vec4((color.rgb * (1.0 - edge)), color.a); }