axmol/cocos/2d/ccShader_Label_frag_df_glow.h

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" \n\
#ifdef GL_ES \n\
precision lowp float; \n\
#endif \n\
\n\
varying vec4 v_fragmentColor; \n\
varying vec2 v_texCoord; \n\
uniform sampler2D CC_Texture0; \n\
uniform vec4 v_effectColor; \n\
uniform vec4 v_textColor; \n\
\n\
void main() \n\
{ \n\
float dist = texture2D(CC_Texture0, v_texCoord).a; \n\
//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\
float width = 0.04; \n\
float alpha = smoothstep(0.5-width, 0.5+width, dist); \n\
//glow \n\
float mu = smoothstep(0.5, 1.0, sqrt(dist)); \n\
vec4 color = v_effectColor*(1.0-alpha) + v_textColor*alpha; \n\
gl_FragColor = v_fragmentColor * vec4(color.rgb, max(alpha,mu)*color.a); \n\
} \n\
";