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