#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);
}