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#version 330

// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;

// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;

// Output fragment color
out vec4 finalColor;

// NOTE: Add here your custom variables
const float smoothing = 1.0/16.0;

void main()
{
    // Texel color fetching from texture sampler
    // NOTE: Calculate alpha using signed distance field (SDF)
    float distance = texture(texture0, fragTexCoord).a;
    float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
    
    // Calculate final fragment color
    finalColor = vec4(fragColor.rgb, fragColor.a*alpha);
}