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