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| author | Uneven Prankster <unevenprankster@protonmail.com> | 2023-10-15 21:28:29 -0300 |
|---|---|---|
| committer | Uneven Prankster <unevenprankster@protonmail.com> | 2023-10-15 21:28:29 -0300 |
| commit | 1c0cc775732201f4c4d3ee0d6772be786b3b4aa1 (patch) | |
| tree | f5d692d046868261275c7430a624c3ea9ed75d3d /raylib/examples/text/resources/shaders/glsl100/sdf.fs | |
| parent | a89f892640cf12f75c7ce18e6e88c70a8d3965ed (diff) | |
A lot has certainly happened!
Diffstat (limited to 'raylib/examples/text/resources/shaders/glsl100/sdf.fs')
| -rw-r--r-- | raylib/examples/text/resources/shaders/glsl100/sdf.fs | 25 |
1 files changed, 25 insertions, 0 deletions
diff --git a/raylib/examples/text/resources/shaders/glsl100/sdf.fs b/raylib/examples/text/resources/shaders/glsl100/sdf.fs new file mode 100644 index 0000000..d4878cf --- /dev/null +++ b/raylib/examples/text/resources/shaders/glsl100/sdf.fs @@ -0,0 +1,25 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables +const float smoothing = 1.0/16.0; + +void main() +{ + // Texel color fetching from texture sampler + // NOTE: Calculate alpha using signed distance field (SDF) + float distance = texture2D(texture0, fragTexCoord).a; + float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance); + + // Calculate final fragment color + gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha); +} |
