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- /*
- * LICENSE ???
- */
- const char* ccLabelOutline_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;
- #ifdef GL_ES
- uniform lowp int u_effectType; // 0: None (Draw text), 1: Outline, 2: Shadow
- #else
- uniform int u_effectType;
- #endif
- void main()
- {
- vec4 sample = texture2D(CC_Texture0, v_texCoord);
- // fontAlpha == 1 means the area of solid text (without edge)
- // fontAlpha == 0 means the area outside text, including outline area
- // fontAlpha == (0, 1) means the edge of text
- float fontAlpha = sample.a;
- // outlineAlpha == 1 means the area of 'solid text' and 'solid outline'
- // outlineAlpha == 0 means the transparent area outside text and outline
- // outlineAlpha == (0, 1) means the edge of outline
- float outlineAlpha = sample.r;
- if (u_effectType == 0) // draw text
- {
- gl_FragColor = v_fragmentColor * vec4(u_textColor.rgb, u_textColor.a * fontAlpha);
- }
- else if (u_effectType == 1) // draw outline
- {
- // multipy (1.0 - fontAlpha) to make the inner edge of outline smoother and make the text itself transparent.
- gl_FragColor = v_fragmentColor * vec4(u_effectColor.rgb, u_effectColor.a * outlineAlpha * (1.0 - fontAlpha));
- }
- else // draw shadow
- {
- gl_FragColor = v_fragmentColor * vec4(u_effectColor.rgb, u_effectColor.a * outlineAlpha);
- }
- }
- )";
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