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- const char* ccLabelDistanceFieldGlow_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()
- {
- float dist = texture2D(CC_Texture0, 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);
- }
- )";
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