2023-08-31 17:57:19 +08:00
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/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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2019-11-23 20:27:39 +08:00
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2023-08-31 17:57:19 +08:00
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https://axmolengine.github.io/
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2019-11-23 20:27:39 +08:00
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2023-08-31 17:57:19 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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2019-11-23 20:27:39 +08:00
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2023-08-31 17:57:19 +08:00
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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2019-11-23 20:27:39 +08:00
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2023-08-31 17:57:19 +08:00
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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const char* label_distanceNormal_frag = R"(
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#ifdef GL_ES
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precision lowp float;
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#endif
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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uniform vec4 u_textColor;
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uniform sampler2D u_tex0;
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void main()
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{
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vec4 color = texture2D(u_tex0, v_texCoord);
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//the texture use dual channel 16-bit output for distance_map
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//float dist = color.b+color.g/256.0;
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// the texture use single channel 8-bit output for distance_map
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float dist = color.a;
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//TODO: Implementation 'fwidth' for glsl 1.0
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//float width = fwidth(dist);
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//assign width for constant will lead to a little bit fuzzy,it's temporary measure.
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float width = 0.04;
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float alpha = smoothstep(0.5-width, 0.5+width, dist) * u_textColor.a;
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gl_FragColor = v_fragmentColor * vec4(u_textColor.rgb,alpha);
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}
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)";
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