#version 100
							 | 
						|
								
							 | 
						|
								// Input vertex attributes (from vertex shader)
							 | 
						|
								varying vec2 fragTexCoord;
							 | 
						|
								varying vec4 fragColor;
							 | 
						|
								
							 | 
						|
								// Input uniform values
							 | 
						|
								uniform sampler2D texture0;
							 | 
						|
								uniform vec4 colDiffuse;
							 | 
						|
								
							 | 
						|
								// 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 = texture2D(texture0, fragTexCoord).a;
							 | 
						|
								    float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
							 | 
						|
								    
							 | 
						|
								    // Calculate final fragment color
							 | 
						|
								    gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha);
							 | 
						|
								}
							 |