// Samplers varying vec2 vUV; uniform sampler2D textureSampler; // Offset uniform float offset; void main(void) { vec4 baseColor = texture2D(textureSampler, vUV); baseColor.a = abs(offset - baseColor.a); #ifdef STROKE float alpha = smoothstep(.0, .1, baseColor.a); baseColor.a = alpha; baseColor.rgb = baseColor.rgb * alpha; #endif gl_FragColor = baseColor; }