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26 行
662 B

#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// 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 = texture(texture0, fragTexCoord).a;
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
// Calculate final fragment color
finalColor = vec4(fragColor.rgb, fragColor.a*alpha);
}