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| author | Ray <[email protected]> | 2021-04-19 19:41:41 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-04-19 19:41:41 +0200 |
| commit | 63a1bf373c588d2c7c43e2aff37c4e5e54fdb7eb (patch) | |
| tree | d54a85e1bf3f2af70e8fc2a23d4fe33e0c313250 /examples | |
| parent | 899afcbdcaa25ff856e698eaecaa9c4ec395159e (diff) | |
| parent | 7f1068ef96685b174883b2bd1c9781fe7c1ad0d4 (diff) | |
| download | raylib-63a1bf373c588d2c7c43e2aff37c4e5e54fdb7eb.tar.gz raylib-63a1bf373c588d2c7c43e2aff37c4e5e54fdb7eb.zip | |
Merge branch 'master' of https://github.com/raysan5/raylib
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/text/resources/shaders/glsl330/sdf.fs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/examples/text/resources/shaders/glsl330/sdf.fs b/examples/text/resources/shaders/glsl330/sdf.fs index 44d33e9b..45e1cabe 100644 --- a/examples/text/resources/shaders/glsl330/sdf.fs +++ b/examples/text/resources/shaders/glsl330/sdf.fs @@ -12,14 +12,14 @@ uniform vec4 colDiffuse; 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); + float distanceFromOutline = texture(texture0, fragTexCoord).a - 0.5; + float distanceChangePerFragment = length(vec2(dFdx(distanceFromOutline), dFdy(distanceFromOutline))); + float alpha = smoothstep(-distanceChangePerFragment, distanceChangePerFragment, distanceFromOutline); // Calculate final fragment color finalColor = vec4(fragColor.rgb, fragColor.a*alpha); |
