2023-09-02 19:56:50 +08:00
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#version 310 es
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precision highp float;
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precision highp int;
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2024-04-20 22:29:16 +08:00
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#include "base.glsl"
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2019-11-23 20:27:39 +08:00
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2023-09-02 19:56:50 +08:00
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layout(location = COLOR0) in vec4 v_color;
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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2019-11-23 20:27:39 +08:00
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2023-09-02 19:56:50 +08:00
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layout(binding = 0) uniform sampler2D u_tex0;
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2019-11-23 20:27:39 +08:00
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2023-09-02 19:56:50 +08:00
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layout(std140) uniform fs_ub {
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vec4 u_textColor;
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};
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2019-11-23 20:27:39 +08:00
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2023-09-02 19:56:50 +08:00
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layout(location = SV_Target0) out vec4 FragColor;
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2019-11-23 20:27:39 +08:00
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void main()
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{
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float dist = texture(u_tex0, v_texCoord).x;
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2024-04-20 22:29:16 +08:00
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float smoothing = fwidth(dist);
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2023-09-02 19:56:50 +08:00
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float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist) * u_textColor.a;
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FragColor = v_color * vec4(u_textColor.rgb,alpha);
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2019-11-23 20:27:39 +08:00
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}
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