2016-11-02 14:13:34 +08:00
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const char* ccLabelDistanceFieldGlow_frag = R"(
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2014-05-10 07:45:42 +08:00
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2016-10-26 16:03:08 +08:00
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#ifdef GL_ES
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2016-11-02 14:13:34 +08:00
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precision lowp float;
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2016-10-26 16:03:08 +08:00
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#endif
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2016-11-02 14:13:34 +08:00
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varying vec4 v_fragmentColor;
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2014-05-16 08:22:53 +08:00
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varying vec2 v_texCoord;
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uniform vec4 u_effectColor;
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uniform vec4 u_textColor;
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2016-11-02 14:13:34 +08:00
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void main()
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2014-05-10 07:45:42 +08:00
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{
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float dist = texture2D(CC_Texture0, v_texCoord).a;
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2016-11-02 14:13:34 +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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2016-10-26 16:03:08 +08:00
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//assign width for constant will lead to a little bit fuzzy,it's temporary measure.
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2016-11-02 14:13:34 +08:00
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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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2014-05-16 08:22:53 +08:00
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vec4 color = u_effectColor*(1.0-alpha) + u_textColor*alpha;
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2016-11-02 14:13:34 +08:00
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gl_FragColor = v_fragmentColor * vec4(color.rgb, max(alpha,mu)*color.a);
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2014-05-10 07:45:42 +08:00
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}
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2016-11-02 14:13:34 +08:00
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)";
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