#version 310 es precision highp float; precision highp int; layout(location = 0) in vec4 v_fragmentColor; layout(location = 1) in vec2 v_texCoord; layout(binding = 0) uniform sampler2D u_tex0; layout(std140, binding = 0) uniform fs_ub { vec4 u_effectColor; vec4 u_textColor; }; layout(location = 0) out vec4 FragColor; void main() { float dist = texture(u_tex0, v_texCoord).a; //TODO: Implementation 'fwidth' for glsl 1.0 //float width = fwidth(dist); //assign width for constant will lead to a little bit fuzzy,it's temporary measure. float width = 0.04; float alpha = smoothstep(0.5-width, 0.5+width, dist); //glow float mu = smoothstep(0.5, 1.0, sqrt(dist)); vec4 color = u_effectColor*(1.0-alpha) + u_textColor*alpha; FragColor = v_fragmentColor * vec4(color.rgb, max(alpha,mu)*color.a); }