uniform sampler2D tex; uniform float smoothness; uniform float height; uniform vec2 pix_sz; varying vec2 local_pt; void main() { const vec3 color = vec3(0.2, 0.4, 1.0); vec2 uv = gl_TexCoord[0].st; float dist = texture2D(tex, uv).a; float glyph = smoothstep(0.5 - smoothness, 0.5 + smoothness, dist); gl_FragColor.rgb = color * ((dist - 0.5 - smoothness) * 45.0); gl_FragColor.a = glyph; }