sdf-frag.glsl 376 B

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  1. #version 300 es
  2. precision mediump float;
  3. in vec2 tex_vs;
  4. out vec4 outColor;
  5. uniform sampler2D sTex;
  6. void main() {
  7. float d = texture(sTex, tex_vs).r;
  8. float a;
  9. if(d > .75) {
  10. d = 1.0;// (d - .75) * -4;
  11. }
  12. else {
  13. d = (d / 3.0) * 4.0;
  14. }
  15. d = 1.0 - d;
  16. a = smoothstep(0.55, 0.65, abs(d));
  17. if(a < 0.01) {
  18. discard;
  19. };
  20. outColor = vec4(.4,.1,.1, a);
  21. }