axmol/core/renderer/shaders/label_distanceGlow.frag

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#version 310 es
precision highp float;
layout(location = COLOR0) in vec4 v_color;
layout(location = TEXCOORD0) in vec2 v_texCoord;
layout(binding = 0) uniform sampler2D u_tex0;
layout(std140) uniform fs_ub {
vec4 u_textColor;
vec4 u_effectColor;
};
layout(location = SV_Target0) out vec4 FragColor;
void main()
{
float dist = texture(u_tex0, v_texCoord).x;
#ifdef GLES2
float width = 0.04;
#else
float width = fwidth(dist);
#endif
float alpha = smoothstep(0.5-width, 0.5+width, dist);
//glow
float mu = smoothstep(0.5, 1.0, sqrt(dist));
vec4 color = u_effectColor*(1.0-alpha) + u_textColor*alpha;
FragColor = v_color * vec4(color.rgb, max(alpha,mu)*color.a);
}