2 uniform float smoothness;
10 const vec3 color = vec3(0.2, 0.4, 1.0);
12 vec2 uv = gl_TexCoord[0].st;
13 float dist = texture2D(tex, uv).a;
15 float glyph = smoothstep(0.5 - smoothness, 0.5 + smoothness, dist);
17 gl_FragColor.rgb = color * ((dist - 0.5 - smoothness) * 45.0);
18 gl_FragColor.a = glyph;