|
@ -12,14 +12,14 @@ uniform vec4 colDiffuse; |
|
|
out vec4 finalColor; |
|
|
out vec4 finalColor; |
|
|
|
|
|
|
|
|
// NOTE: Add here your custom variables |
|
|
// NOTE: Add here your custom variables |
|
|
const float smoothing = 1.0/16.0; |
|
|
|
|
|
|
|
|
|
|
|
void main() |
|
|
void main() |
|
|
{ |
|
|
{ |
|
|
// Texel color fetching from texture sampler |
|
|
// Texel color fetching from texture sampler |
|
|
// NOTE: Calculate alpha using signed distance field (SDF) |
|
|
// NOTE: Calculate alpha using signed distance field (SDF) |
|
|
float distance = texture(texture0, fragTexCoord).a; |
|
|
|
|
|
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance); |
|
|
|
|
|
|
|
|
float distanceFromOutline = texture(texture0, fragTexCoord).a - 0.5; |
|
|
|
|
|
float distanceChangePerFragment = length(vec2(dFdx(distanceFromOutline), dFdy(distanceFromOutline))); |
|
|
|
|
|
float alpha = smoothstep(-distanceChangePerFragment, distanceChangePerFragment, distanceFromOutline); |
|
|
|
|
|
|
|
|
// Calculate final fragment color |
|
|
// Calculate final fragment color |
|
|
finalColor = vec4(fragColor.rgb, fragColor.a*alpha); |
|
|
finalColor = vec4(fragColor.rgb, fragColor.a*alpha); |
|
|