2023-07-16 14:15:14 +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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2019-11-23 20:27:39 +08:00
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2023-07-16 14:15:14 +08:00
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layout(location = 0) in vec4 v_fragmentColor;
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layout(location = 1) in vec2 v_texCoord;
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2019-11-23 20:27:39 +08:00
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2023-07-16 14:15:14 +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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2023-07-16 14:15:14 +08:00
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layout(std140, binding = 0) uniform fs_ub {
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vec4 u_effectColor;
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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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2023-07-16 14:15:14 +08:00
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layout(location = 0) 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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2023-07-16 14:15:14 +08:00
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float dist = texture(u_tex0, v_texCoord).a;
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2019-11-23 20:27:39 +08:00
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//TODO: Implementation 'fwidth' for glsl 1.0
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//float width = fwidth(dist);
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//assign width for constant will lead to a little bit fuzzy,it's temporary measure.
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float width = 0.04;
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float alpha = smoothstep(0.5-width, 0.5+width, dist);
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//glow
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float mu = smoothstep(0.5, 1.0, sqrt(dist));
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vec4 color = u_effectColor*(1.0-alpha) + u_textColor*alpha;
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2023-07-16 14:15:14 +08:00
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FragColor = v_fragmentColor * vec4(color.rgb, max(alpha,mu)*color.a);
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2019-11-23 20:27:39 +08:00
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}
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