axmol/cocos/renderer/ccShader_Label_df_glow.frag

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const char* ccLabelDistanceFieldGlow_frag = STRINGIFY(
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\n#ifdef GL_ES\n
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precision lowp float;
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\n#endif\n
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varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform sampler2D CC_Texture0;
uniform vec4 v_effectColor;
uniform vec4 v_textColor;
void main()
{
float dist = texture2D(CC_Texture0, v_texCoord).a;
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//todo:Implementation 'fwidth' for glsl 1.0 \n
//float width = fwidth(dist); \n
//assign width for constant will lead to a little bit fuzzy,it's temporary measure.\n
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float width = 0.04;
float alpha = smoothstep(0.5-width, 0.5+width, dist);
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//glow \n
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float mu = smoothstep(0.5, 1.0, sqrt(dist));
vec4 color = v_effectColor*(1.0-alpha) + v_textColor*alpha;
gl_FragColor = v_fragmentColor * vec4(color.rgb, max(alpha,mu)*color.a);
}
);