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ios/cocos2d/cocos/renderer/shaders/label_outline.frag 2.7 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
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  /****************************************************************************
   Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
  
   http://www.cocos2d-x.org
  
   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software and associated documentation files (the "Software"), to deal
   in the Software without restriction, including without limitation the rights
   to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   copies of the Software, and to permit persons to whom the Software is
   furnished to do so, subject to the following conditions:
  
   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.
  
   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   THE SOFTWARE.
   ****************************************************************************/
   
  /*
   * LICENSE ???
   */
  const char* labelOutline_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;
  uniform sampler2D u_texture;
  
  #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(u_texture, 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);
      }
  }
  )";