mirror of https://github.com/axmolengine/axmol.git
52 lines
2.0 KiB
GLSL
52 lines
2.0 KiB
GLSL
/****************************************************************************
|
|
Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
|
|
|
|
https://axmolengine.github.io/
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
****************************************************************************/
|
|
|
|
const char* labelDistanceFieldGlow_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;
|
|
uniform sampler2D u_tex0;
|
|
|
|
void main()
|
|
{
|
|
float dist = texture2D(u_tex0, v_texCoord).a;
|
|
//TODO: Implementation 'fwidth' for glsl 1.0
|
|
//float width = fwidth(dist);
|
|
//assign width for constant will lead to a little bit fuzzy,it's temporary measure.
|
|
float width = 0.04;
|
|
float alpha = smoothstep(0.5-width, 0.5+width, dist);
|
|
//glow
|
|
float mu = smoothstep(0.5, 1.0, sqrt(dist));
|
|
vec4 color = u_effectColor*(1.0-alpha) + u_textColor*alpha;
|
|
gl_FragColor = v_fragmentColor * vec4(color.rgb, max(alpha,mu)*color.a);
|
|
}
|
|
)";
|