Created
August 21, 2014 21:58
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outline shader
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#ifdef GL_ES | |
#define LOWP lowp | |
precision mediump float; | |
#else | |
#define LOWP | |
#endif | |
const float offset = 1.0 / 128.0; | |
varying vec2 v_texCoords; | |
uniform sampler2D u_texture; | |
void main() | |
{ | |
vec4 col = texture2D(u_texture, v_texCoords); | |
if (col.a > 0.5) | |
gl_FragColor = col; | |
else { | |
float a = texture2D(u_texture, vec2(v_texCoords.x + offset, v_texCoords.y)).a + | |
texture2D(u_texture, vec2(v_texCoords.x, v_texCoords.y - offset)).a + | |
texture2D(u_texture, vec2(v_texCoords.x - offset, v_texCoords.y)).a + | |
texture2D(u_texture, vec2(v_texCoords.x, v_texCoords.y + offset)).a; | |
if (col.a < 1.0 && a > 0.0) | |
gl_FragColor = vec4(0.0, 0.0, 0.0, 0.8); | |
else | |
gl_FragColor = col; | |
} | |
} |
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attribute vec4 a_position; | |
attribute vec2 a_texCoord0; | |
uniform mat4 u_projTrans; | |
varying vec2 v_texCoords; | |
void main() | |
{ | |
v_texCoords = a_texCoord0; | |
gl_Position = u_projTrans * a_position; | |
} |
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