varying vec2 v_texCoord;
varying vec4 v_fragmentColor;		

uniform float fade;				

void main()
{
	vec4 color = v_fragmentColor * smoothstep(0.0, length(fwidth(v_texCoord)), 1.0 - length(v_texCoord));
	
	//vec4 color = v_fragmentColor;

	color *= fade;

	gl_FragColor = color;
}