mirror of https://github.com/axmolengine/axmol.git
49 lines
1.5 KiB
GLSL
49 lines
1.5 KiB
GLSL
#version 310 es
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precision highp float;
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precision highp int;
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layout(location = COLOR0) in vec4 v_color;
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layout(location = TEXCOORD0) in vec2 v_texCoord;
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layout(binding = 0) uniform sampler2D u_tex0;
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layout(std140) uniform fs_ub {
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vec4 u_effectColor;
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vec4 u_textColor;
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int u_effectType;
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};
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layout(location = SV_Target0) out vec4 FragColor;
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void main()
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{
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vec4 texColor = texture(u_tex0, v_texCoord);
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// fontAlpha == 1 means the area of solid text (without edge)
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// fontAlpha == 0 means the area outside text, including outline area
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// fontAlpha == (0, 1) means the edge of text
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#ifndef GLES2
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float fontAlpha = texColor.y;
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#else
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float fontAlpha = texColor.w;
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#endif
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// outlineAlpha == 1 means the area of 'solid text' and 'solid outline'
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// outlineAlpha == 0 means the transparent area outside text and outline
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// outlineAlpha == (0, 1) means the edge of outline
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float outlineAlpha = texColor.x;
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if (u_effectType == 0) // draw text
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{
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FragColor = v_color * vec4(u_textColor.rgb, u_textColor.a * fontAlpha);
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}
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else if (u_effectType == 1) // draw outline
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{
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// multipy (1.0 - fontAlpha) to make the inner edge of outline smoother and make the text itself transparent.
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FragColor = v_color * vec4(u_effectColor.rgb, u_effectColor.a * outlineAlpha * (1.0 - fontAlpha));
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}
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else // draw shadow
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{
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FragColor = v_color * vec4(u_effectColor.rgb, u_effectColor.a * outlineAlpha);
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}
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}
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