/* * LICENSE ??? */ const char* ccLabelOutline_frag = R"( #ifdef GL_ES precision lowp float; #endif varying vec4 v_fragmentColor; varying vec2 v_texCoord; uniform vec4 u_effectColor; uniform vec4 u_textColor; #ifdef GL_ES uniform lowp int u_effectType; // 0: None (Draw text), 1: Outline, 2: Shadow #else uniform int u_effectType; #endif void main() { vec4 sample = texture2D(CC_Texture0, v_texCoord); // fontAlpha == 1 means the area of solid text (without edge) // fontAlpha == 0 means the area outside text, including outline area // fontAlpha == (0, 1) means the edge of text float fontAlpha = sample.a; // outlineAlpha == 1 means the area of 'solid text' and 'solid outline' // outlineAlpha == 0 means the transparent area outside text and outline // outlineAlpha == (0, 1) means the edge of outline float outlineAlpha = sample.r; if (u_effectType == 0) // draw text { gl_FragColor = v_fragmentColor * vec4(u_textColor.rgb, u_textColor.a * fontAlpha); } else if (u_effectType == 1) // draw outline { // multipy (1.0 - fontAlpha) to make the inner edge of outline smoother and make the text itself transparent. gl_FragColor = v_fragmentColor * vec4(u_effectColor.rgb, u_effectColor.a * outlineAlpha * (1.0 - fontAlpha)); } else // draw shadow { gl_FragColor = v_fragmentColor * vec4(u_effectColor.rgb, u_effectColor.a * outlineAlpha); } } )";