#version 100 precision mediump float; // 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); }