8 uniform float alphafunc;
12 out_Colour = texture(tex,uv);
13 if (alphafunc > 1.5) {
14 float a0 = out_Colour.a;
15 float a1 = texture(tex,uv+vec2(-0.001,-0.001)).a;
16 float a2 = texture(tex,uv+vec2(-0.001,0.0)).a;
17 float a3 = texture(tex,uv+vec2(-0.001,0.001)).a;
18 float a4 = texture(tex,uv+vec2(0.0,-0.001)).a;
19 float a5 = texture(tex,uv+vec2(0.0,0.001)).a;
20 float a6 = texture(tex,uv+vec2(0.001,-0.001)).a;
21 float a7 = texture(tex,uv+vec2(0.001,0.0)).a;
22 float a8 = texture(tex,uv+vec2(0.001,0.001)).a;
23 out_Colour.a = smoothstep(0.45,0.55,(a0+a1+a2+a3+a4+a5+a6+a7+a8)/9.0);
24 }else if (alphafunc > 0.5) {
25 out_Colour.a = smoothstep(0.45,0.55,out_Colour.a);