Adapting for web
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precision mediump float;
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varying vec2 TexCoord;
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uniform sampler2D uText;
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uniform vec4 uColor;
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//uniform float uOutlineWidth; // Убрано дефолтное значение
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void main() {
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float dist = texture2D(uText, TexCoord).r;
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float uOutlineWidth = 0.7;
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float outline = smoothstep(0.5 - uOutlineWidth, 0.5 + uOutlineWidth, dist);
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float text = smoothstep(0.5, 0.6, dist); // 0.5 + 0.1 вычислено заранее
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float glow = exp(-pow(dist - 0.5, 2.0) / 0.02);
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gl_FragColor = vec4(uColor.rgb * (text + glow * 0.6), uColor.a * outline);
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}
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