From 35e67da08e3d214589968c19b4b2fb31d8e566cc Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sun, 17 Oct 2021 21:02:18 +0200 Subject: UPDATED: examples to raylib 4.0 Some new examples added --- examples/web/text/resources/shaders/glsl100/sdf.fs | 25 --------------------- examples/web/text/resources/shaders/glsl330/sdf.fs | 26 ---------------------- 2 files changed, 51 deletions(-) delete mode 100644 examples/web/text/resources/shaders/glsl100/sdf.fs delete mode 100644 examples/web/text/resources/shaders/glsl330/sdf.fs (limited to 'examples/web/text/resources/shaders') 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); -} -- cgit v1.2.3