" \n\ #ifdef GL_ES \n\ precision lowp float; \n\ #endif \n\ \n\ varying vec4 v_fragmentColor; \n\ varying vec2 v_texCoord; \n\ uniform sampler2D CC_Texture0; \n\ uniform vec4 v_textColor; \n\ \n\ void main() \n\ { \n\ vec4 color = texture2D(CC_Texture0, v_texCoord); \n\ //the texture use dual channel 16-bit output for distance_map \n\ //float dist = color.b+color.g/256.0; \n\ // the texture use single channel 8-bit output for distance_map \n\ float dist = color.a; \n\ //todo:Implementation 'fwidth' for glsl 1.0 \n\ //float width = fwidth(dist); \n\ //assign width for constant will lead to a little bit fuzzy,it's temporary measure.\n\ float width = 0.04; \n\ float alpha = smoothstep(0.5-width, 0.5+width, dist) * v_textColor.a; \n\ gl_FragColor = v_fragmentColor * vec4(v_textColor.rgb,alpha); \n\ } \n\ ";