18 lines
294 B
GLSL
18 lines
294 B
GLSL
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#version 330
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precision lowp float;
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in fData {
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vec4 color;
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} frag;
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out vec4 outColor;
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uniform float alpha;
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void main() {
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vec3 result = frag.color.rgb;
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if (abs(frag.color.a-0.5) < 0.1)
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result *= smoothstep(0, 1, abs(frag.color.a-0.5)/0.1) * 0.5 + 0.5;
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outColor = vec4(result, alpha);
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}
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