Sun_moves/assets/Shader/fntOutline.effect
2024-05-28 11:38:16 +08:00

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CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
# 描边颜色
outlineColor: {
value: [1.0, 0.0, 0.0, 1.0],
editor: {
type: color,
tooltip: "描边颜色",
}
}
fntColor: {
value: [1.0, 0.0, 0.0, 1.0],
editor: {
type: color,
tooltip: "字体颜色",
}
}
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
in vec3 a_position;
in mediump vec2 a_uv0;
out mediump vec2 v_uv0;
in vec4 a_color;
out vec4 v_color;
void main () {
gl_Position = cc_matViewProj * vec4(a_position, 1);
v_uv0 = a_uv0;
v_color = a_color;
}
}%
CCProgram fs %{
precision highp float;
#include <texture>
uniform sampler2D texture;
in mediump vec2 v_uv0;
in vec4 v_color;
#if SHOW_OUT_LINE
uniform Outline {
// 描边颜色
vec4 outlineColor;
// 字体颜色
vec4 fntColor;
};
#endif
void main () {
vec4 color = v_color;
CCTexture(texture, v_uv0, color);
//float gray = 0.2126*color.r + 0.7152*color.g + 0.0722*color.b;
float temp = 1.0;
if(color.a == 0.0)
{
}
if(color.r ==1.0 && color.g ==1.0 && color.b == 1.0 )
{
color = vec4(fntColor.r*temp, fntColor.g*temp, fntColor.b*temp, color.a);
}
else if(color.r ==0.0 && color.g ==0.0 && color.b == 0.0)
{
color = vec4(outlineColor.r*temp, outlineColor.g*temp, outlineColor.b*temp, color.a);
}
else
{
temp = 1.0-(color.r /1.0 + color.g / 1.0 + color.b /1.0)/3.0;
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);
//color = outlineColor.r*temp + vec4(1.0,1.0,1.0,1.0)*(1.0-temp);
}
gl_FragColor =color;
}
}%