mirror of https://github.com/axmolengine/axmol.git
28 lines
808 B
GLSL
28 lines
808 B
GLSL
const char* label_distanceNormal_frag = R"(
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#ifdef GL_ES
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precision lowp float;
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#endif
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varying vec4 v_fragmentColor;
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varying vec2 v_texCoord;
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uniform vec4 u_textColor;
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uniform sampler2D u_texture;
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void main()
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{
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vec4 color = texture2D(u_texture, v_texCoord);
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//the texture use dual channel 16-bit output for distance_map
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//float dist = color.b+color.g/256.0;
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// the texture use single channel 8-bit output for distance_map
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float dist = color.a;
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//TODO: Implementation 'fwidth' for glsl 1.0
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//float width = fwidth(dist);
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//assign width for constant will lead to a little bit fuzzy,it's temporary measure.
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float width = 0.04;
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float alpha = smoothstep(0.5-width, 0.5+width, dist) * u_textColor.a;
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gl_FragColor = v_fragmentColor * vec4(u_textColor.rgb,alpha);
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}
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)";
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