axmol/core/renderer/shaders/label_distanceGlow.frag

28 lines
684 B
GLSL

#version 310 es
precision highp float;
#include "base.glsl"
layout(location = COLOR0) in vec4 v_color;
layout(location = TEXCOORD0) in vec2 v_texCoord;
layout(binding = 0) uniform sampler2D u_tex0;
layout(std140) uniform fs_ub {
vec4 u_textColor;
vec4 u_effectColor;
};
layout(location = SV_Target0) out vec4 FragColor;
void main()
{
float dist = texture(u_tex0, v_texCoord).x;
float smoothing = FWIDTH(dist);
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist);
float mu = smoothstep(0.5, 1.0, sqrt(dist));
vec4 color = u_effectColor*(1.0-alpha) + u_textColor*alpha;
FragColor = v_color * vec4(color.rgb, max(alpha,mu)*color.a);
}