{
  "__type__": "cc.EffectAsset",
  "_name": "fntOutline",
  "_objFlags": 0,
  "_native": "",
  "properties": null,
  "techniques": [
    {
      "passes": [
        {
          "blendState": {
            "targets": [
              {
                "blend": true
              }
            ]
          },
          "rasterizerState": {
            "cullMode": 0
          },
          "properties": {
            "texture": {
              "value": "white",
              "type": 29
            },
            "outlineColor": {
              "value": [
                1,
                0,
                0,
                1
              ],
              "editor": {
                "type": "color",
                "tooltip": "描边颜色"
              },
              "type": 16
            },
            "fntColor": {
              "value": [
                1,
                0,
                0,
                1
              ],
              "editor": {
                "type": "color",
                "tooltip": "字体颜色"
              },
              "type": 16
            }
          },
          "program": "fntOutline|vs|fs"
        }
      ]
    }
  ],
  "shaders": [
    {
      "hash": 928547144,
      "glsl3": {
        "vert": "\nprecision highp float;\nuniform CCGlobal {\n  mat4 cc_matView;\n  mat4 cc_matViewInv;\n  mat4 cc_matProj;\n  mat4 cc_matProjInv;\n  mat4 cc_matViewProj;\n  mat4 cc_matViewProjInv;\n  vec4 cc_cameraPos;\n  vec4 cc_time;\n  mediump vec4 cc_screenSize;\n  mediump vec4 cc_screenScale;\n};\nin vec3 a_position;\nin mediump vec2 a_uv0;\nout mediump vec2 v_uv0;\nin vec4 a_color;\nout vec4 v_color;\nvoid main () {\n  gl_Position = cc_matViewProj * vec4(a_position, 1);\n  v_uv0 = a_uv0;\n  v_color = a_color;\n}",
        "frag": "\nprecision highp float;\nuniform sampler2D texture;\nin mediump vec2 v_uv0;\nin vec4 v_color;\n#if SHOW_OUT_LINE\n  uniform Outline {\n    vec4 outlineColor;\n    vec4 fntColor;\n  };\n#endif\nvoid main () {\n  vec4 color = v_color;\n  vec4 texture_tmp = texture(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    color.a *= texture_tmp.a;\n  #else\n    color *= texture_tmp;\n  #endif\n  float temp = 1.0;\n  if(color.a == 0.0)\n  {\n  }\n  if(color.r ==1.0 && color.g ==1.0 && color.b == 1.0 )\n  {\n      color = vec4(fntColor.r*temp, fntColor.g*temp, fntColor.b*temp, color.a);\n  }\n  else if(color.r ==0.0 && color.g ==0.0 && color.b == 0.0)\n  {\n      color = vec4(outlineColor.r*temp, outlineColor.g*temp, outlineColor.b*temp, color.a);\n  }\n  else\n  {\n      temp = 1.0-(color.r /1.0 + color.g / 1.0 + color.b /1.0)/3.0;\n      color = vec4(outlineColor.r*temp+(fntColor.r)*(1.0-temp), outlineColor.g*temp+(fntColor.g)*(1.0-temp), outlineColor.b*temp+(fntColor.b)*(1.0-temp), color.a);\n  }\n  gl_FragColor =color;\n}"
      },
      "glsl1": {
        "vert": "\nprecision highp float;\nuniform mat4 cc_matViewProj;\nattribute vec3 a_position;\nattribute mediump vec2 a_uv0;\nvarying mediump vec2 v_uv0;\nattribute vec4 a_color;\nvarying vec4 v_color;\nvoid main () {\n  gl_Position = cc_matViewProj * vec4(a_position, 1);\n  v_uv0 = a_uv0;\n  v_color = a_color;\n}",
        "frag": "\nprecision highp float;\nuniform sampler2D texture;\nvarying mediump vec2 v_uv0;\nvarying vec4 v_color;\n#if SHOW_OUT_LINE\n  uniform vec4 outlineColor;\nuniform vec4 fntColor;\n#endif\nvoid main () {\n  vec4 color = v_color;\n  vec4 texture_tmp = texture2D(texture, v_uv0);\n  #if CC_USE_ALPHA_ATLAS_texture\n      texture_tmp.a *= texture2D(texture, v_uv0 + vec2(0, 0.5)).r;\n  #endif\n  #if INPUT_IS_GAMMA\n    color.rgb *= (texture_tmp.rgb * texture_tmp.rgb);\n    color.a *= texture_tmp.a;\n  #else\n    color *= texture_tmp;\n  #endif\n  float temp = 1.0;\n  if(color.a == 0.0)\n  {\n  }\n  if(color.r ==1.0 && color.g ==1.0 && color.b == 1.0 )\n  {\n      color = vec4(fntColor.r*temp, fntColor.g*temp, fntColor.b*temp, color.a);\n  }\n  else if(color.r ==0.0 && color.g ==0.0 && color.b == 0.0)\n  {\n      color = vec4(outlineColor.r*temp, outlineColor.g*temp, outlineColor.b*temp, color.a);\n  }\n  else\n  {\n      temp = 1.0-(color.r /1.0 + color.g / 1.0 + color.b /1.0)/3.0;\n      color = vec4(outlineColor.r*temp+(fntColor.r)*(1.0-temp), outlineColor.g*temp+(fntColor.g)*(1.0-temp), outlineColor.b*temp+(fntColor.b)*(1.0-temp), color.a);\n  }\n  gl_FragColor =color;\n}"
      },
      "builtins": {
        "globals": {
          "blocks": [
            {
              "name": "CCGlobal",
              "defines": []
            }
          ],
          "samplers": []
        },
        "locals": {
          "blocks": [],
          "samplers": []
        }
      },
      "defines": [
        {
          "name": "SHOW_OUT_LINE",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "CC_USE_ALPHA_ATLAS_texture",
          "type": "boolean",
          "defines": []
        },
        {
          "name": "INPUT_IS_GAMMA",
          "type": "boolean",
          "defines": []
        }
      ],
      "blocks": [
        {
          "name": "Outline",
          "members": [
            {
              "name": "outlineColor",
              "type": 16,
              "count": 1
            },
            {
              "name": "fntColor",
              "type": 16,
              "count": 1
            }
          ],
          "defines": [
            "SHOW_OUT_LINE"
          ],
          "binding": 0
        }
      ],
      "samplers": [
        {
          "name": "texture",
          "type": 29,
          "count": 1,
          "defines": [],
          "binding": 30
        }
      ],
      "record": null,
      "name": "fntOutline|vs|fs"
    }
  ]
}