mirror of https://github.com/axmolengine/axmol.git
26 lines
849 B
C
26 lines
849 B
C
" \n\
|
|
#ifdef GL_ES \n\
|
|
precision lowp float; \n\
|
|
#endif \n\
|
|
\n\
|
|
varying vec4 v_fragmentColor; \n\
|
|
varying vec2 v_texCoord; \n\
|
|
uniform sampler2D CC_Texture0; \n\
|
|
uniform vec4 v_textColor; \n\
|
|
\n\
|
|
void main() \n\
|
|
{ \n\
|
|
vec4 color = texture2D(CC_Texture0, v_texCoord); \n\
|
|
//the texture use dual channel 16-bit output for distance_map \n\
|
|
//float dist = color.b+color.g/256.0; \n\
|
|
// the texture use single channel 8-bit output for distance_map \n\
|
|
float dist = color.a; \n\
|
|
//todo:Implementation 'fwidth' for glsl 1.0 \n\
|
|
//float width = fwidth(dist); \n\
|
|
//assign width for constant will lead to a little bit fuzzy,it's temporary measure.\n\
|
|
float width = 0.04; \n\
|
|
float alpha = smoothstep(0.5-width, 0.5+width, dist) * v_textColor.a; \n\
|
|
gl_FragColor = v_fragmentColor * vec4(v_textColor.rgb,alpha); \n\
|
|
} \n\
|
|
";
|