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authorRay <[email protected]>2019-05-18 01:27:54 +0200
committerRay <[email protected]>2019-05-18 01:27:54 +0200
commit210d5ec72bbc4ba426b21f69e6f65b6d75923d05 (patch)
treec01f6e14d673504534602c7ae9609b3dff248806 /examples/web/text/resources/shaders
parent85b11a6baf64a2b4e02c81d4d47b15eb578dc074 (diff)
downloadraylib.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.fs23
-rw-r--r--examples/web/text/resources/shaders/glsl330/sdf.fs26
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);
+}