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-rw-r--r--src/Runtime/res/effectlib/distancefieldtext_dropshadow.frag46
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);
}