#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColor; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; const vec3 textColor = vec3(0.2,0.2,0.8); const vec3 outlineColor = vec3(0.9,0.9,0.9); const float outlineWidth = 0.0; void main() { float dist = texture(samplerColor, inUV).a; float smoothWidth = fwidth(dist); float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, dist); if (alpha < 0.001) discard; vec3 rgb = vec3(alpha); /*if (outlineWidth > 0.0) { float w = 1.0 - outlineWidth; alpha = smoothstep(w - smoothWidth, w + smoothWidth, distance); rgb += mix(vec3(alpha), outlineColor.rgb, alpha); }*/ outFragColor = vec4(rgb, alpha); }