Changed the fp to this
varying mediump vec4 position;
varying mediump vec2 var_texcoord0;
varying lowp vec4 var_face_color;
varying lowp vec4 var_outline_color;
varying lowp vec4 var_shadow_color;
uniform lowp vec4 texture_size_recip;
uniform lowp sampler2D texture;
void main()
{
vec4 t = texture2D(texture, var_texcoord0.xy);
vec4 fc = var_face_color;
vec4 oc = var_outline_color;
vec4 sc = var_shadow_color;
fc.w *= t.x;
oc.w *= t.y;
sc.w *= t.z;
gl_FragColor = fc * t.x + oc * t.y + sc * t.z;
}
shadow_x and shadow_y appear to be ignored. What I would like is to have solid pixel (for my pixel font) shadows which are offset.
Here’s another look I’m trying to achieve in another project (image is what it looks like in the PSD):
Also again antialias being off seems to disable shadow/outline.