#ifdef FRAGMENT #version 300 es precision mediump float; precision highp int; uniform highp vec2 TextureSize; uniform highp float PxRange; uniform highp float DistanceOffset; uniform highp sampler2D SpriteTextureSampler; in highp vec4 v_Color; in highp vec2 v_TextureCoordinate; layout(location = 0) out highp vec4 entryPointParam_psMain; void main() { highp vec2 dx = dFdx(v_TextureCoordinate) * TextureSize; highp vec2 dy = dFdy(v_TextureCoordinate) * TextureSize; highp vec4 sampled = texture(SpriteTextureSampler, v_TextureCoordinate); highp float _62 = sampled.x; highp float _63 = sampled.y; entryPointParam_psMain = v_Color * clamp(((((max(min(_62, _63), min(max(_62, _63), sampled.z)) - 0.5) * PxRange) + DistanceOffset) / clamp(sqrt(0.5 * (dot(dx, dx) + dot(dy, dy))), 9.9999997473787516355514526367188e-06, 0.25 * PxRange)) + 0.5, 0.0, 1.0); } #endif