#version 450 #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_420pack : enable layout (binding = 1) uniform sampler2D samplerColor; layout (binding = 2) uniform UBO { vec4 outlineColor; float outlineWidth; float outline; } ubo; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outFragColor; void main() { float distance = texture(samplerColor, inUV).a; float smoothWidth = fwidth(distance); float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, distance); vec3 rgb = vec3(alpha); if (ubo.outline > 0.0) { float w = 1.0 - ubo.outlineWidth; alpha = smoothstep(w - smoothWidth, w + smoothWidth, distance); rgb += mix(vec3(alpha), ubo.outlineColor.rgb, alpha); } outFragColor = vec4(rgb, alpha); }