#version 150 precision highp float; in vec4 ex_Color; in vec2 UV; out vec4 out_Color; uniform sampler2D texUnit; void main(void) { vec4 tc = texture(texUnit,UV); float mask = tc.a; if (mask < 0.5) tc.a = 0; else tc.a = 1.0; tc.a *= smoothstep(0.2, 0.8, mask); out_Color = tc * ex_Color; }