varying highp vec3 sampleNearLeft; varying highp vec3 sampleNearRight; uniform sampler2D _qt_texture; uniform lowp vec4 color; uniform mediump float alphaMin; uniform mediump float alphaMax; void main() { highp vec2 n; n.x = texture2DProj(_qt_texture, sampleNearLeft).a; n.y = texture2DProj(_qt_texture, sampleNearRight).a; n = smoothstep(alphaMin, alphaMax, n); highp float c = 0.5 * (n.x + n.y); gl_FragColor = vec4(n.x, c, n.y, c) * color.w; }