#version 120 varying vec2 fragTexCoord; varying vec4 fragColor; uniform sampler2D texture0; uniform vec4 colDiffuse; const float smoothing = 1.0/16.0; void main() { float distance = texture2D(texture0, fragTexCoord).a; float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance); gl_FragColor = vec4(fragColor.rgb, fragColor.a * alpha); }