INPUT mediump float vAlpha; uniform lowp vec4 uColor; uniform lowp vec4 borderColor; uniform lowp vec3 mixColor; uniform mediump float borderSize; void main() { OUT_COLOR = vec4(mixColor, 1.0) * borderColor * uColor; OUT_COLOR.a *= smoothstep(0.0, 1.5, vAlpha) * smoothstep( borderSize + 1.5, borderSize, vAlpha ); }