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authorRay <[email protected]>2019-05-17 01:17:40 +0200
committerRay <[email protected]>2019-05-17 01:17:40 +0200
commit970f1e8ff15424ca2d96d89bf2871f0246835e9b (patch)
treebc093a8eaee29739e52642c233d0f9102e9db7cf /examples/text/resources/shaders/sdf.fs
parentce87d2ced4dbe60f97d3ed48635231c222482b18 (diff)
downloadraylib-970f1e8ff15424ca2d96d89bf2871f0246835e9b.tar.gz
raylib-970f1e8ff15424ca2d96d89bf2871f0246835e9b.zip
examples review
Diffstat (limited to 'examples/text/resources/shaders/sdf.fs')
-rw-r--r--examples/text/resources/shaders/sdf.fs26
1 files changed, 0 insertions, 26 deletions
diff --git a/examples/text/resources/shaders/sdf.fs b/examples/text/resources/shaders/sdf.fs
deleted file mode 100644
index 44d33e9b..00000000
--- a/examples/text/resources/shaders/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);
-}