axmol/tests/cpp-tests/Source/shaders/example_Outline.fsh

45 lines
1.1 KiB
GLSL

#version 310 es
precision highp float;
precision highp int;
/*
Created by guanghui on 4/8/14.
http://www.idevgames.com/forums/thread-3010.html
*/
layout(location = TEXCOORD0) in vec2 v_texCoord;
layout(location = COLOR0) in vec4 v_color;
layout(binding = 0) uniform sampler2D u_tex0;
layout(std140, binding = 0) uniform fs_ub {
vec3 u_outlineColor;
float u_threshold;
float u_radius;
};
layout(location = SV_Target0) out vec4 FragColor;
void main()
{
float radius = u_radius;
vec4 accum = vec4(0.0);
vec4 normal = vec4(0.0);
normal = texture(u_tex0, vec2(v_texCoord.x, v_texCoord.y));
accum += texture(u_tex0, vec2(v_texCoord.x - radius, v_texCoord.y - radius));
accum += texture(u_tex0, vec2(v_texCoord.x + radius, v_texCoord.y - radius));
accum += texture(u_tex0, vec2(v_texCoord.x + radius, v_texCoord.y + radius));
accum += texture(u_tex0, vec2(v_texCoord.x - radius, v_texCoord.y + radius));
accum *= u_threshold;
accum.rgb = u_outlineColor * accum.a;
accum.a = 1.0;
normal = ( accum * (1.0 - normal.a)) + (normal * normal.a);
FragColor = v_color * normal;
}