mirror of https://github.com/axmolengine/axmol.git
30 lines
706 B
GLSL
30 lines
706 B
GLSL
|
#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);
|
||
|
}
|