diff options
Diffstat (limited to 'src/Runtime/res/effectlib/distancefieldtext_dropshadow.frag')
-rw-r--r-- | src/Runtime/res/effectlib/distancefieldtext_dropshadow.frag | 46 |
1 files changed, 32 insertions, 14 deletions
diff --git a/src/Runtime/res/effectlib/distancefieldtext_dropshadow.frag b/src/Runtime/res/effectlib/distancefieldtext_dropshadow.frag index 94b277cd..fdb68bac 100644 --- a/src/Runtime/res/effectlib/distancefieldtext_dropshadow.frag +++ b/src/Runtime/res/effectlib/distancefieldtext_dropshadow.frag @@ -1,29 +1,47 @@ +#ifdef GL_OES_standard_derivatives +# extension GL_OES_standard_derivatives : enable +#else +# define use_fallback +#endif + varying highp vec2 sampleCoord; -varying highp vec2 alphas; varying highp vec2 shadowSampleCoord; varying highp vec4 normalizedTextureBounds; +#ifdef use_fallback +varying highp vec2 alphas; +#endif + uniform sampler2D _qt_texture; uniform highp vec4 color; uniform highp vec4 shadowColor; void main() { - highp float shadowAlpha = smoothstep(alphas.x, - alphas.y, - texture2D(_qt_texture, - clamp(shadowSampleCoord, - normalizedTextureBounds.xy, - normalizedTextureBounds.zw)).a); + highp float shadowDistance = texture2D(_qt_texture, + clamp(shadowSampleCoord, + normalizedTextureBounds.xy, + normalizedTextureBounds.zw)).a; +#ifdef use_fallback + highp float shadowAlpha = smoothstep(alphas.x, alphas.y, shadowDistance); +#else + highp float shadowDistanceD = fwidth(shadowDistance); + highp float shadowAlpha = smoothstep(0.5 - shadowDistanceD, 0.5, shadowDistance); +#endif + highp vec4 shadowPixel = color * shadowColor * shadowAlpha; - highp float textAlpha = smoothstep(alphas.x, - alphas.y, - texture2D(_qt_texture, - clamp(sampleCoord, - normalizedTextureBounds.xy, - normalizedTextureBounds.zw)).a); - highp vec4 textPixel = color * textAlpha; + highp float textDistance = texture2D(_qt_texture, + clamp(sampleCoord, + normalizedTextureBounds.xy, + normalizedTextureBounds.zw)).a; +#ifdef use_fallback + highp float textAlpha = smoothstep(alphas.x, alphas.y, textDistance); +#else + highp float textDistanceD = fwidth(textDistance); + highp float textAlpha = smoothstep(0.5 - textDistanceD, 0.5, textDistance); +#endif + highp vec4 textPixel = color * textAlpha; gl_FragColor = mix(shadowPixel, textPixel, textPixel.a); } |