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- const char* ccLabelDistanceFieldNormal_frag = R"(
- #ifdef GL_ES
- precision lowp float;
- #endif
- varying vec4 v_fragmentColor;
- varying vec2 v_texCoord;
- uniform vec4 u_textColor;
- void main()
- {
- vec4 color = texture2D(CC_Texture0, v_texCoord);
- //the texture use dual channel 16-bit output for distance_map
- //float dist = color.b+color.g/256.0;
- // the texture use single channel 8-bit output for distance_map
- float dist = color.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) * u_textColor.a;
- gl_FragColor = v_fragmentColor * vec4(u_textColor.rgb,alpha);
- }
- )";
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