axmol/cocos/renderer/ccShader_Label_outline.frag

44 lines
1.2 KiB
GLSL

/*
* LICENSE ???
*/
const char* ccLabelOutline_frag = R"(
#ifdef GL_ES
precision lowp float;
#endif
varying vec4 v_fragmentColor;
varying vec2 v_texCoord;
uniform vec4 u_effectColor;
uniform vec4 u_textColor;
void main()
{
vec4 sample = texture2D(CC_Texture0, v_texCoord);
float fontAlpha = sample.a; // sample.a == 1 indicates text, a == 0 indicates outline
float outlineAlpha = sample.r; // sample.r always > 0
if (u_effectColor.a > 0.0) // draw outline
{
if (fontAlpha < 1.0)
{
gl_FragColor = v_fragmentColor * vec4(u_effectColor.rgb, u_effectColor.a * outlineAlpha);
}
else
{
discard; // While drawing outline, text should not be drawn since it will be drawn in next step.
// discard this pixel could improve a little and fix wrong alpha blending if text contains
// alpha channel.
}
}
else if (fontAlpha > 0.0) // draw text
{
gl_FragColor = v_fragmentColor * vec4(u_textColor.rgb, u_textColor.a * fontAlpha);
}
else // discard the pixel in texture rectangle which is transparent
{
discard;
}
}
)";