#version 310 es precision highp float; precision highp int; layout(location = COLOR0) in vec4 v_color; layout(location = TEXCOORD0) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; layout(std140) uniform fs_ub { vec4 u_textColor; }; layout(location = SV_Target0) out vec4 FragColor; void main() { float dist = texture(u_tex0, v_texCoord).x; #ifdef GLES2 float smoothing = 0.04; #else float smoothing = fwidth(dist); // ESSL300, GLSL330 support fwidth #endif float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist) * u_textColor.a; FragColor = v_color * vec4(u_textColor.rgb,alpha); }