#include "fgui_text_shared.slang" [shader("fragment")] float4 _main( VertexOutput input, uint triid: SV_PrimitiveID, ) : SV_TARGET { float dist = SampleTexture(font, (input.uv+glyphPos)*glyphSize).x; float smoothing = 0.2; float alpha = smoothstep(0.5-smoothing, 0.5+smoothing, dist); if (alpha<0.01) discard; return float4(color); }