#version 310 es precision highp float; #include "base.glsl" 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; vec4 u_effectColor; }; layout(location = SV_Target0) out vec4 FragColor; void main() { float dist = texture(u_tex0, v_texCoord).x; float smoothing = FWIDTH(dist); float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist); float mu = smoothstep(0.5, 1.0, sqrt(dist)); vec4 color = u_effectColor*(1.0-alpha) + u_textColor*alpha; FragColor = v_color * vec4(color.rgb, max(alpha,mu)*color.a); }