2023-08-13 23:56:58 +08:00
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#version 310 es
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precision highp float;
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layout(location = COLOR0) in vec4 v_color;
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(binding = 0) uniform sampler2D u_tex0;
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layout(std140) uniform fs_ub {
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vec4 u_textColor;
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vec4 u_effectColor;
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};
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layout(location = SV_Target0) out vec4 FragColor;
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void main()
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{
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float dist = texture(u_tex0, v_texCoord).x;
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#ifdef GLES2
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2023-08-17 20:22:24 +08:00
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float smoothing = 0.04;
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2023-08-13 23:56:58 +08:00
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#else
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2023-08-17 20:22:24 +08:00
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float smoothing = fwidth(dist);
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2023-08-13 23:56:58 +08:00
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#endif
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2023-08-17 20:22:24 +08:00
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float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist);
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2023-08-13 23:56:58 +08:00
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float mu = smoothstep(0.5, 1.0, sqrt(dist));
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vec4 color = u_effectColor*(1.0-alpha) + u_textColor*alpha;
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FragColor = v_color * vec4(color.rgb, max(alpha,mu)*color.a);
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}
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