ewol/data/texturedDF.frag

26 lines
570 B
GLSL

#ifdef GL_ES
#extension GL_OES_standard_derivatives : enable
precision mediump float;
precision mediump int;
#endif
// Input :
uniform sampler2D EW_texID;
uniform float EW_SoftEdgeMin;
uniform float EW_SoftEdgeMax;
uniform int EW_SoftEdge;
varying vec2 f_texcoord;
varying vec4 f_color;
void main(void) {
vec4 color = texture2D(EW_texID, f_texcoord );
float dist = color.r;
float width = fwidth(dist);
float alpha = smoothstep(0.5-width, 0.5+width, dist);
// Smooth
gl_FragColor = vec4(f_color[0], f_color[1], f_color[2], f_color[3]*alpha);
}