2023-08-13 00:24:35 +08:00
|
|
|
/****************************************************************************
|
|
|
|
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
|
2019-11-23 20:27:39 +08:00
|
|
|
|
2023-08-13 00:24:35 +08:00
|
|
|
https://axmolengine.github.io/
|
2019-11-23 20:27:39 +08:00
|
|
|
|
2023-08-13 00:24:35 +08:00
|
|
|
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:
|
2019-11-23 20:27:39 +08:00
|
|
|
|
2023-08-13 00:24:35 +08:00
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
|
|
all copies or substantial portions of the Software.
|
2019-11-23 20:27:39 +08:00
|
|
|
|
2023-08-13 00:24:35 +08:00
|
|
|
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;
|
|
|
|
|
|
|
|
#ifdef GL_ES
|
|
|
|
uniform lowp int u_effectType; // 0: None (Draw text), 1: Outline, 2: Shadow
|
|
|
|
#else
|
|
|
|
uniform int u_effectType;
|
|
|
|
#endif
|
2019-11-23 20:27:39 +08:00
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
2023-08-13 00:24:35 +08:00
|
|
|
vec4 sample = texture2D(u_tex0, v_texCoord);
|
2019-11-23 20:27:39 +08:00
|
|
|
// 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
|
2023-08-13 00:24:35 +08:00
|
|
|
float fontAlpha = sample.a;
|
2019-11-23 20:27:39 +08:00
|
|
|
|
|
|
|
// 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
|
2023-08-13 00:24:35 +08:00
|
|
|
float outlineAlpha = sample.r;
|
2019-11-23 20:27:39 +08:00
|
|
|
|
|
|
|
if (u_effectType == 0) // draw text
|
|
|
|
{
|
2023-08-13 00:24:35 +08:00
|
|
|
gl_FragColor = v_fragmentColor * vec4(u_textColor.rgb, u_textColor.a * fontAlpha);
|
2019-11-23 20:27:39 +08:00
|
|
|
}
|
|
|
|
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.
|
2023-08-13 00:24:35 +08:00
|
|
|
gl_FragColor = v_fragmentColor * vec4(u_effectColor.rgb, u_effectColor.a * outlineAlpha * (1.0 - fontAlpha));
|
2019-11-23 20:27:39 +08:00
|
|
|
}
|
|
|
|
else // draw shadow
|
|
|
|
{
|
2023-08-13 00:24:35 +08:00
|
|
|
gl_FragColor = v_fragmentColor * vec4(u_effectColor.rgb, u_effectColor.a * outlineAlpha);
|
2019-11-23 20:27:39 +08:00
|
|
|
}
|
|
|
|
}
|
2023-08-13 00:24:35 +08:00
|
|
|
)";
|