varying vec2 v_halfLength; uniform float u_opacity; #ifdef ENABLE_VTF varying lowp vec4 v_color; #else uniform sampler2D u_colorTex; varying vec2 v_colorTexCoord; #endif const float aaPixelsCount = 2.5; void main() { #ifdef ENABLE_VTF lowp vec4 color = v_color; #else lowp vec4 color = texture2D(u_colorTex, v_colorTexCoord); #endif color.a *= u_opacity; float currentW = abs(v_halfLength.x); float diff = v_halfLength.y - currentW; color.a *= mix(0.3, 1.0, clamp(diff / aaPixelsCount, 0.0, 1.0)); gl_FragColor = color; }