/****************************************************************************
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
https://axmolengine.github.io/
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
/*
* LICENSE ???
*/
const char* labelOutline_frag = R"(
#ifdef GL_ES
precision lowp float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec4 u_effectColor;
uniform vec4 u_textColor;
uniform sampler2D u_tex0;
uniform lowp int u_effectType; // 0: None (Draw text), 1: Outline, 2: Shadow
#else
uniform int u_effectType;
void main()
{
vec4 sample = texture2D(u_tex0, v_texCoord);
// fontAlpha == 1 means the area of solid text (without edge)
// fontAlpha == 0 means the area outside text, including outline area
// fontAlpha == (0, 1) means the edge of text
float fontAlpha = sample.a;
// outlineAlpha == 1 means the area of 'solid text' and 'solid outline'
// outlineAlpha == 0 means the transparent area outside text and outline
// outlineAlpha == (0, 1) means the edge of outline
float outlineAlpha = sample.r;
if (u_effectType == 0) // draw text
gl_FragColor = v_fragmentColor * vec4(u_textColor.rgb, u_textColor.a * fontAlpha);
}
else if (u_effectType == 1) // draw outline
// multipy (1.0 - fontAlpha) to make the inner edge of outline smoother and make the text itself transparent.
gl_FragColor = v_fragmentColor * vec4(u_effectColor.rgb, u_effectColor.a * outlineAlpha * (1.0 - fontAlpha));
else // draw shadow
gl_FragColor = v_fragmentColor * vec4(u_effectColor.rgb, u_effectColor.a * outlineAlpha);
)";