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| author | Ray <[email protected]> | 2019-05-17 01:17:40 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-05-17 01:17:40 +0200 |
| commit | 970f1e8ff15424ca2d96d89bf2871f0246835e9b (patch) | |
| tree | bc093a8eaee29739e52642c233d0f9102e9db7cf /examples/text/resources/shaders/sdf.fs | |
| parent | ce87d2ced4dbe60f97d3ed48635231c222482b18 (diff) | |
| download | raylib-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.fs | 26 |
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); -} |
