#ifdef GL_ES precision highp float; #else #define highp #define mediump #define lowp #endif uniform sampler2D diffuseTex; uniform vec2 u_viewportOffset; uniform vec2 u_viewportSizeInverse; uniform vec4 u_colorMul; uniform vec4 u_colorAdd; uniform vec4 u_outlineColor; uniform vec2 u_outlineScale; void main (void) { vec2 uv = (gl_FragCoord.xy - u_viewportOffset) * u_viewportSizeInverse; vec4 diffuseSample = texture2D(diffuseTex, uv); vec4 diffuseColor = diffuseSample * u_colorMul; diffuseColor += u_colorAdd * diffuseColor.a; if(diffuseSample.a > 0.1) { gl_FragColor = vec4(diffuseColor.rgb * u_colorMul.a, diffuseColor.a); } else { float a = texture2D(diffuseTex, uv + u_outlineScale * vec2(0.923880, 0.382683)).a; a += texture2D(diffuseTex, uv + u_outlineScale * vec2(0.382683, 0.923880)).a; a += texture2D(diffuseTex, uv + u_outlineScale * vec2(-0.382683, 0.923880)).a; a += texture2D(diffuseTex, uv + u_outlineScale * vec2(-0.923880, 0.382683)).a; a += texture2D(diffuseTex, uv + u_outlineScale * vec2(-0.923880, -0.382683)).a; a += texture2D(diffuseTex, uv + u_outlineScale * vec2(-0.382683, -0.923880)).a; a += texture2D(diffuseTex, uv + u_outlineScale * vec2(0.382683, -0.923880)).a; a += texture2D(diffuseTex, uv + u_outlineScale * vec2(0.923880, -0.382683)).a; vec3 color = u_outlineColor.rgb * (1.0 - diffuseSample.a) + diffuseColor.rgb; float alpha = u_outlineColor.a * step(0.1, a); gl_FragColor = vec4(color * alpha, alpha); } }