precision highp float; varying vec2 fTexCoord; uniform sampler2D _MainTex; void main() { float smoothRange = 0.005; float smoothMask = smoothstep(0., smoothRange, fTexCoord.x)*smoothstep(0., smoothRange, fTexCoord.y) *(1.-smoothstep(1.-smoothRange, 1., fTexCoord.x))*(1.-smoothstep(1.-smoothRange, 1., fTexCoord.y)); gl_FragColor = texture2D(_MainTex, fTexCoord)*smoothMask; }