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authorUneven Prankster <unevenprankster@protonmail.com>2023-10-15 21:28:29 -0300
committerUneven Prankster <unevenprankster@protonmail.com>2023-10-15 21:28:29 -0300
commit1c0cc775732201f4c4d3ee0d6772be786b3b4aa1 (patch)
treef5d692d046868261275c7430a624c3ea9ed75d3d /raylib/examples/text/resources/shaders/glsl100
parenta89f892640cf12f75c7ce18e6e88c70a8d3965ed (diff)
A lot has certainly happened!
Diffstat (limited to 'raylib/examples/text/resources/shaders/glsl100')
-rw-r--r--raylib/examples/text/resources/shaders/glsl100/alpha_discard.fs20
-rw-r--r--raylib/examples/text/resources/shaders/glsl100/sdf.fs25
2 files changed, 45 insertions, 0 deletions
diff --git a/raylib/examples/text/resources/shaders/glsl100/alpha_discard.fs b/raylib/examples/text/resources/shaders/glsl100/alpha_discard.fs
new file mode 100644
index 0000000..15aacf5
--- /dev/null
+++ b/raylib/examples/text/resources/shaders/glsl100/alpha_discard.fs
@@ -0,0 +1,20 @@
+#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;
+
+void main()
+{
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+
+ if (texelColor.a == 0.0) discard;
+
+ gl_FragColor = texelColor*fragColor*colDiffuse;
+}
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);
+}