uniform sampler2D u_texture; uniform float u_glyph_dilate; uniform float u_outline_width; uniform vec4 u_outline_color; varying vec2 v_st0; varying vec4 v_color0; void main() { vec4 t = texture2D(u_texture, v_st0); float glyph_alpha = t.a; float outline_alpha = t.r; vec4 glyph_color = vec4(v_color0.rgb * v_color0.a, v_color0.a); vec4 outline_color = vec4(u_outline_color.rgb * u_outline_color.a, u_outline_color.a); vec2 layers_mask = vec2( step(0.0001, v_color0.a), step(0.0001, u_outline_color.a * u_outline_width)); gl_FragColor = layers_mask.x * glyph_alpha * glyph_color + layers_mask.y * outline_alpha * outline_color * (1.0 - glyph_alpha); }