axmol/core/renderer/shaders/label_distanceNormal.frag

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572 B
GLSL
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#version 310 es
precision highp float;
precision highp int;
#include "base.glsl"
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layout(location = COLOR0) in vec4 v_color;
layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(binding = 0) uniform sampler2D u_tex0;
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layout(std140) uniform fs_ub {
vec4 u_textColor;
};
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layout(location = SV_Target0) out vec4 FragColor;
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void main()
{
float dist = texture(u_tex0, v_texCoord).x;
float smoothing = fwidth(dist);
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist) * u_textColor.a;
FragColor = v_color * vec4(u_textColor.rgb,alpha);
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}