test4.fs (225B)
1 uniform sampler2D uTexture; 2 varying vec2 vTexCoord; 3 4 void main() { 5 float mask = texture2D(uTexture, vTexCoord).a; 6 7 if (mask < 0.471) 8 discard; 9 10 float c = smoothstep(mask, 0.47, 0.49); 11 12 gl_FragColor = vec4(c, c, c, 1); 13 }