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- #version 100
- precision mediump float;
- // Input vertex attributes (from vertex shader)
- varying vec2 fragTexCoord;
- varying vec4 fragColor;
- // Input uniform values
- uniform sampler2D texture0;
- uniform vec4 colDiffuse;
- // NOTE: Add here your custom variables
- const float smoothing = 1.0/16.0;
- void main()
- {
- // Texel color fetching from texture sampler
- // NOTE: Calculate alpha using signed distance field (SDF)
- float distance = texture2D(texture0, fragTexCoord).a;
- float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
- // Calculate final fragment color
- gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha);
- }
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