#version 310 es precision highp float; #include "base.glsl" const float thickness = 0.15; 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 pivot = abs(0.5 - thickness * u_effectColor.w); float alpha = smoothstep(pivot - smoothing, pivot + smoothing, dist); float border = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist); FragColor = v_color * vec4( mix(u_effectColor.xyz, u_textColor.rgb, border), alpha); }