$input v_color0, v_texcoord0 #include "../../common/common.sh" SAMPLERCUBE(s_texColor, 0); void main() { int index = int(v_texcoord0.w*4.0 + 0.5); vec3 dx3 = dFdx(v_texcoord0.xyz); vec3 dy3 = dFdy(v_texcoord0.xyz); vec3 decal = 0.166667 * dx3; vec3 sampleLeft = v_texcoord0.xyz - decal; vec3 sampleRight = v_texcoord0.xyz + decal; float left_dist = textureCube(s_texColor, sampleLeft).zyxw[index]; float right_dist = textureCube(s_texColor, sampleRight).zyxw[index]; float dist = 0.5 * (left_dist + right_dist); float dx = length(dx3); float dy = length(dy3); float w = 16.0*0.5*(dx+dy); vec3 sub_color = smoothstep(0.5 - w, 0.5 + w, vec3(left_dist, dist, right_dist)); gl_FragColor.xyz = sub_color*v_color0.w; gl_FragColor.w = dist*v_color0.w; }