2013-12-13 12:42:15 +08:00
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" \n\
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#ifdef GL_ES \n\
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precision lowp float; \n\
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#endif \n\
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\n\
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varying vec4 v_fragmentColor; \n\
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varying vec2 v_texCoord; \n\
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uniform sampler2D CC_Texture0; \n\
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2014-03-20 20:56:10 +08:00
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uniform vec4 v_textColor; \n\
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2013-12-13 12:42:15 +08:00
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\n\
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void main() \n\
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{ \n\
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vec4 color = texture2D(CC_Texture0, v_texCoord); \n\
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//the texture use dual channel 16-bit output for distance_map \n\
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//float dist = color.b+color.g/256.0; \n\
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// the texture use single channel 8-bit output for distance_map \n\
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float dist = color.a; \n\
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//todo:Implementation 'fwidth' for glsl 1.0 \n\
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//float width = fwidth(dist); \n\
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//assign width for constant will lead to a little bit fuzzy,it's temporary measure.\n\
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float width = 0.04; \n\
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2014-03-20 20:56:10 +08:00
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float alpha = smoothstep(0.5-width, 0.5+width, dist) * v_textColor.a; \n\
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gl_FragColor = v_fragmentColor * vec4(v_textColor.rgb,alpha); \n\
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2013-12-13 12:42:15 +08:00
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} \n\
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";
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