#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_textColor; }; layout(location = 0) out vec4 FragColor; void main() { vec4 color = texture(u_tex0, v_texCoord); //the texture use dual channel 16-bit output for distance_map //float dist = color.b+color.g/256.0; // the texture use single channel 8-bit output for distance_map float dist = color.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) * u_textColor.a; FragColor = v_fragmentColor * vec4(u_textColor.rgb,alpha); }