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| author | raysan5 <[email protected]> | 2021-10-17 21:02:18 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-10-17 21:02:18 +0200 |
| commit | 35e67da08e3d214589968c19b4b2fb31d8e566cc (patch) | |
| tree | 5054bcea5f6df754f467590101789b17dd9d9944 /examples/web/text/resources/shaders | |
| parent | b2228039039afc05c41edd12103123f2a36c8080 (diff) | |
| download | raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.tar.gz raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.zip | |
UPDATED: examples to raylib 4.0
Some new examples added
Diffstat (limited to 'examples/web/text/resources/shaders')
| -rw-r--r-- | examples/web/text/resources/shaders/glsl100/sdf.fs | 25 | ||||
| -rw-r--r-- | examples/web/text/resources/shaders/glsl330/sdf.fs | 26 |
2 files changed, 0 insertions, 51 deletions
diff --git a/examples/web/text/resources/shaders/glsl100/sdf.fs b/examples/web/text/resources/shaders/glsl100/sdf.fs deleted file mode 100644 index 31323d9..0000000 --- a/examples/web/text/resources/shaders/glsl100/sdf.fs +++ /dev/null @@ -1,25 +0,0 @@ -#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); -} diff --git a/examples/web/text/resources/shaders/glsl330/sdf.fs b/examples/web/text/resources/shaders/glsl330/sdf.fs deleted file mode 100644 index 44d33e9..0000000 --- a/examples/web/text/resources/shaders/glsl330/sdf.fs +++ /dev/null @@ -1,26 +0,0 @@ -#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); -} |
