const char* ccLabelDistanceFieldNormal_frag = STRINGIFY( #ifdef GL_ES precision lowp float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform vec4 u_textColor; void main() { vec4 color = texture2D(CC_Texture0, v_texCoord); //the texture use dual channel 16-bit output for distance_map //float dist = color.b+color.g/256.0; // the texture use single channel 8-bit output for distance_map float dist = color.a; //TODO: Implementation 'fwidth' for glsl 1.0 //float width = fwidth(dist); //assign width for constant will lead to a little bit fuzzy,it's temporary measure. float width = 0.04; float alpha = smoothstep(0.5-width, 0.5+width, dist) * u_textColor.a; gl_FragColor = v_fragmentColor * vec4(u_textColor.rgb,alpha); } );