axmol/core/renderer/shaders/label_distanceOutline.frag

29 lines
757 B
GLSL

#version 310 es
precision highp float;
#include "base.glsl"
const float thickness = 0.15;
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 pivot = abs(0.5 - thickness * u_effectColor.w);
float alpha = smoothstep(pivot - smoothing, pivot + smoothing, dist);
float border = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist);
FragColor = v_color * vec4( mix(u_effectColor.xyz, u_textColor.rgb, border), alpha);
}