axmol/tests/cpp-tests/Resources/Shaders/example_outline.fsh

37 lines
1016 B
GLSL

/*
Created by guanghui on 4/8/14.
http://www.idevgames.com/forums/thread-3010.html
*/
varying vec2 v_texCoord;
varying vec4 v_fragmentColor;
uniform vec3 u_outlineColor;
uniform float u_threshold;
uniform float u_radius;
void main()
{
float radius = u_radius;
vec4 accum = vec4(0.0);
vec4 normal = vec4(0.0);
normal = texture2D(CC_Texture0, vec2(v_texCoord.x, v_texCoord.y));
accum += texture2D(CC_Texture0, vec2(v_texCoord.x - radius, v_texCoord.y - radius));
accum += texture2D(CC_Texture0, vec2(v_texCoord.x + radius, v_texCoord.y - radius));
accum += texture2D(CC_Texture0, vec2(v_texCoord.x + radius, v_texCoord.y + radius));
accum += texture2D(CC_Texture0, vec2(v_texCoord.x - radius, v_texCoord.y + radius));
accum *= u_threshold;
accum.r = u_outlineColor.x;
accum.g = u_outlineColor.y;
accum.b = u_outlineColor.z;
normal = (accum * (1.0 - normal.a)) + (normal * normal.a);
gl_FragColor = v_fragmentColor * normal;
}