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authorRay <[email protected]>2018-07-15 20:04:12 +0200
committerRay <[email protected]>2018-07-15 20:04:12 +0200
commitdfc4baaa353d4aaa46068016f69dce44ad754ecb (patch)
tree8abdd9608c70a08f1d0ddde7a73c690202e70c6b /examples/text/resources/shaders
parent292499bdeb004e4b27752bd7814bf3a9b4ff835f (diff)
downloadraylib-dfc4baaa353d4aaa46068016f69dce44ad754ecb.tar.gz
raylib-dfc4baaa353d4aaa46068016f69dce44ad754ecb.zip
Added new example: text_font_sdf
Diffstat (limited to 'examples/text/resources/shaders')
-rw-r--r--examples/text/resources/shaders/sdf.fs26
1 files changed, 26 insertions, 0 deletions
diff --git a/examples/text/resources/shaders/sdf.fs b/examples/text/resources/shaders/sdf.fs
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+++ b/examples/text/resources/shaders/sdf.fs
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+#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);
+}