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- #ifdef GL_ES
- precision mediump float;
- #endif
- uniform sampler2D u_texture;
- uniform float scale;
- varying vec4 v_color;
- varying vec2 v_texCoord;
- void main() {
- float distance = texture2D(u_texture, v_texCoord).a;
- float alpha = smoothstep(0.5 - 0.08 / scale, 0.5 + 0.08 / scale, distance) * v_color.a;
- gl_FragColor = vec4(v_color.rgb, alpha);
- }
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