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| author | Ray <[email protected]> | 2019-05-18 01:27:54 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-18 01:27:54 +0200 |
| commit | 210d5ec72bbc4ba426b21f69e6f65b6d75923d05 (patch) | |
| tree | c01f6e14d673504534602c7ae9609b3dff248806 /examples/web/text/resources/shaders | |
| parent | 85b11a6baf64a2b4e02c81d4d47b15eb578dc074 (diff) | |
| download | raylib.com-210d5ec72bbc4ba426b21f69e6f65b6d75923d05.tar.gz raylib.com-210d5ec72bbc4ba426b21f69e6f65b6d75923d05.zip | |
Update examples to raylib 2.5 -WIP-
Remove old examples
Diffstat (limited to 'examples/web/text/resources/shaders')
| -rw-r--r-- | examples/web/text/resources/shaders/glsl100/sdf.fs | 23 | ||||
| -rw-r--r-- | examples/web/text/resources/shaders/glsl330/sdf.fs | 26 |
2 files changed, 49 insertions, 0 deletions
diff --git a/examples/web/text/resources/shaders/glsl100/sdf.fs b/examples/web/text/resources/shaders/glsl100/sdf.fs new file mode 100644 index 0000000..b4214d9 --- /dev/null +++ b/examples/web/text/resources/shaders/glsl100/sdf.fs @@ -0,0 +1,23 @@ +#version 100 + +// 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); +} diff --git a/examples/web/text/resources/shaders/glsl330/sdf.fs b/examples/web/text/resources/shaders/glsl330/sdf.fs new file mode 100644 index 0000000..44d33e9 --- /dev/null +++ b/examples/web/text/resources/shaders/glsl330/sdf.fs @@ -0,0 +1,26 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// Output fragment color +out vec4 finalColor; + +// 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 = texture(texture0, fragTexCoord).a; + float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance); + + // Calculate final fragment color + finalColor = vec4(fragColor.rgb, fragColor.a*alpha); +} |
