# version 450 layout(location = 0) in vec4 in_fg_color; layout(location = 1) in vec4 in_bg_color; layout(location = 2) in vec4 in_sprite_region; layout(location = 3) in vec2 in_uv; layout(location = 4) in float in_width; layout(location = 0) out vec4 out_color; layout(binding = 1) uniform sampler2D mtsdfSampler; float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), b)); } void main() { vec2 atlas_coord = (in_uv - in_sprite_region.xy) / in_sprite_region.zw; vec4 msd = texture(mtsdfSampler, atlas_coord); float sd = median(msd.r, msd.g, msd.b); float screenPxDistance = in_width * (sd - 0.5); float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); out_color = mix(in_bg_color, in_fg_color, opacity); }