#version 330 core in vec2 v_TexCoords; in vec4 textColor; out vec4 FragColor; uniform sampler2D text; const float smoothness = 0.05; const float outlineDistance = 0.50; const vec4 outlineColor = vec4(0.0, 0.0, 0.0, 1.0); void main() { //float distance = texture(text, v_TexCoords).r; //float outlineFactor = smoothstep(0.5 - smoothness, 0.5 + smoothness, distance); //vec4 color = mix(outlineColor, textColor, outlineFactor); //float alpha = smoothstep(outlineDistance - smoothness, outlineDistance + smoothness, distance); vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, v_TexCoords).r); FragColor = textColor * sampled; //FragColor = vec4(color.rgb, textColor.a * alpha); }