axmol/cocos/renderer/shaders/positionColorLengthTexture....

43 lines
1.6 KiB
GLSL

/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
const char* positionColorLengthTexture_frag = R"(
#ifdef GL_ES
// #extension GL_OES_standard_derivatives : enable
varying mediump vec4 v_color;
varying mediump vec2 v_texcoord;
#else
varying vec4 v_color;
varying vec2 v_texcoord;
#endif
void main()
{
// #if defined GL_OES_standard_derivatives
// gl_FragColor = v_color*smoothstep(0.0, length(fwidth(v_texcoord)), 1.0 - length(v_texcoord));
// #else
gl_FragColor = v_color*step(0.0, 1.0 - length(v_texcoord));
// #endif
}
)";