2014-05-10 07:45:42 +08:00
|
|
|
const char* ccLabelDistanceFieldNormal_frag = STRINGIFY(
|
|
|
|
|
2014-05-10 10:13:12 +08:00
|
|
|
\n#ifdef GL_ES\n
|
2014-05-10 07:45:42 +08:00
|
|
|
precision lowp float;
|
2014-05-10 10:13:12 +08:00
|
|
|
\n#endif\n
|
2014-05-10 07:45:42 +08:00
|
|
|
|
|
|
|
varying vec4 v_fragmentColor;
|
|
|
|
varying vec2 v_texCoord;
|
|
|
|
uniform sampler2D CC_Texture0;
|
|
|
|
uniform vec4 v_textColor;
|
|
|
|
|
|
|
|
void main()
|
|
|
|
{
|
|
|
|
vec4 color = texture2D(CC_Texture0, v_texCoord);
|
2014-05-10 10:13:12 +08:00
|
|
|
//the texture use dual channel 16-bit output for distance_map \n
|
|
|
|
//float dist = color.b+color.g/256.0; \n
|
|
|
|
// the texture use single channel 8-bit output for distance_map \n
|
2014-05-10 07:45:42 +08:00
|
|
|
float dist = color.a;
|
2014-05-10 10:13:12 +08:00
|
|
|
//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
|
2014-05-10 07:45:42 +08:00
|
|
|
float width = 0.04;
|
|
|
|
float alpha = smoothstep(0.5-width, 0.5+width, dist) * v_textColor.a;
|
|
|
|
gl_FragColor = v_fragmentColor * vec4(v_textColor.rgb,alpha);
|
|
|
|
}
|
|
|
|
);
|