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uniform sampler2D u_texture;
uniform vec4 u_color;
uniform float u_buffer;
uniform float u_gamma;
varying vec2 v_tex;
varying float v_alpha;
void main() {
float dist = texture2D(u_texture, v_tex).a;
float alpha = smoothstep(u_buffer - u_gamma, u_buffer + u_gamma, dist) * v_alpha;
gl_FragColor = u_color * alpha;
}
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