#version 300 es
precision mediump float;
precision highp int;

layout(std140) uniform fs_ub
{
    highp vec4 u_textColor;
} _36;

uniform mediump sampler2D u_tex0;

in highp vec2 v_texCoord;
layout(location = 0) out highp vec4 FragColor;
in highp vec4 v_color;

void main()
{
    highp float dist = texture(u_tex0, v_texCoord).x;
    highp float smoothing = fwidth(dist);
    highp float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist) * _36.u_textColor.w;
    FragColor = v_color * vec4(_36.u_textColor.xyz, alpha);
}

