|  | #version 330 | 
						
						
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							|  | // Input vertex attributes (from vertex shader) | 
						
						
							|  | in vec2 fragTexCoord; | 
						
						
							|  | in vec4 fragColor; | 
						
						
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							|  | // Input uniform values | 
						
						
							|  | uniform sampler2D texture0; | 
						
						
							|  | uniform vec4 colDiffuse; | 
						
						
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							|  | // Output fragment color | 
						
						
							|  | out vec4 finalColor; | 
						
						
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							|  | // NOTE: Add here your custom variables | 
						
						
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							|  | void main() | 
						
						
							|  | { | 
						
						
							|  |     // Texel color fetching from texture sampler | 
						
						
							|  |     // NOTE: Calculate alpha using signed distance field (SDF) | 
						
						
							|  |     float distanceFromOutline = texture(texture0, fragTexCoord).a - 0.5; | 
						
						
							|  |     float distanceChangePerFragment = length(vec2(dFdx(distanceFromOutline), dFdy(distanceFromOutline))); | 
						
						
							|  |     float alpha = smoothstep(-distanceChangePerFragment, distanceChangePerFragment, distanceFromOutline); | 
						
						
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							|  |     // Calculate final fragment color | 
						
						
							|  |     finalColor = vec4(fragColor.rgb, fragColor.a*alpha); | 
						
						
							|  | }
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