--- /dev/null
+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;
+}