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@ -12,14 +12,14 @@ uniform vec4 colDiffuse; |
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out vec4 finalColor; |
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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 = texture(texture0, fragTexCoord).a; |
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float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance); |
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float distanceFromOutline = texture(texture0, fragTexCoord).a - 0.5; |
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float distanceChangePerFragment = length(vec2(dFdx(distanceFromOutline), dFdy(distanceFromOutline))); |
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float alpha = smoothstep(-distanceChangePerFragment, distanceChangePerFragment, distanceFromOutline); |
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// Calculate final fragment color |
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finalColor = vec4(fragColor.rgb, fragColor.a*alpha); |
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