#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 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); // Calculate final fragment color finalColor = vec4(fragColor.rgb, fragColor.a*alpha); }