2015-05-26 17:21:35 +08:00
|
|
|
/*
|
|
|
|
Created by guanghui on 4/8/14.
|
|
|
|
http://www.idevgames.com/forums/thread-3010.html
|
|
|
|
*/
|
|
|
|
|
|
|
|
varying vec2 v_texCoord;
|
|
|
|
varying vec4 v_fragmentColor;
|
|
|
|
|
|
|
|
uniform vec3 u_outlineColor;
|
|
|
|
uniform float u_threshold;
|
|
|
|
uniform float u_radius;
|
|
|
|
|
2019-03-14 13:43:40 +08:00
|
|
|
uniform sampler2D u_texture;
|
|
|
|
|
2015-05-26 17:21:35 +08:00
|
|
|
void main()
|
|
|
|
{
|
|
|
|
float radius = u_radius;
|
|
|
|
vec4 accum = vec4(0.0);
|
|
|
|
vec4 normal = vec4(0.0);
|
|
|
|
|
2019-03-14 13:43:40 +08:00
|
|
|
normal = texture2D(u_texture, vec2(v_texCoord.x, v_texCoord.y));
|
2015-05-26 17:21:35 +08:00
|
|
|
|
2019-03-14 13:43:40 +08:00
|
|
|
accum += texture2D(u_texture, vec2(v_texCoord.x - radius, v_texCoord.y - radius));
|
|
|
|
accum += texture2D(u_texture, vec2(v_texCoord.x + radius, v_texCoord.y - radius));
|
|
|
|
accum += texture2D(u_texture, vec2(v_texCoord.x + radius, v_texCoord.y + radius));
|
|
|
|
accum += texture2D(u_texture, vec2(v_texCoord.x - radius, v_texCoord.y + radius));
|
2015-05-26 17:21:35 +08:00
|
|
|
|
|
|
|
accum *= u_threshold;
|
|
|
|
accum.rgb = u_outlineColor * accum.a;
|
|
|
|
accum.a = 1.0;
|
|
|
|
|
|
|
|
normal = ( accum * (1.0 - normal.a)) + (normal * normal.a);
|
|
|
|
|
|
|
|
gl_FragColor = v_fragmentColor * normal;
|
|
|
|
}
|
|
|
|
|