axmol/core/renderer/shaders/label_distanceNormal.frag

27 lines
639 B
GLSL
Raw Normal View History

#version 310 es
precision highp float;
precision highp int;
2019-11-23 20:27:39 +08:00
layout(location = COLOR0) in vec4 v_color;
layout(location = TEXCOORD0) in vec2 v_texCoord;
2019-11-23 20:27:39 +08:00
layout(binding = 0) uniform sampler2D u_tex0;
2019-11-23 20:27:39 +08:00
layout(std140) uniform fs_ub {
vec4 u_textColor;
};
2019-11-23 20:27:39 +08:00
layout(location = SV_Target0) out vec4 FragColor;
2019-11-23 20:27:39 +08:00
void main()
{
float dist = texture(u_tex0, v_texCoord).x;
#ifdef GLES2
float smoothing = 0.04;
#else
float smoothing = fwidth(dist); // ESSL300, GLSL330 support fwidth
#endif
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist) * u_textColor.a;
FragColor = v_color * vec4(u_textColor.rgb,alpha);
2019-11-23 20:27:39 +08:00
}