From 970f1e8ff15424ca2d96d89bf2871f0246835e9b Mon Sep 17 00:00:00 2001 From: Ray Date: Fri, 17 May 2019 01:17:40 +0200 Subject: examples review --- examples/text/resources/shaders/glsl100/sdf.fs | 23 +++++++++++++++++++++++ examples/text/resources/shaders/glsl330/sdf.fs | 26 ++++++++++++++++++++++++++ examples/text/resources/shaders/sdf.fs | 26 -------------------------- 3 files changed, 49 insertions(+), 26 deletions(-) create mode 100644 examples/text/resources/shaders/glsl100/sdf.fs create mode 100644 examples/text/resources/shaders/glsl330/sdf.fs delete mode 100644 examples/text/resources/shaders/sdf.fs (limited to 'examples/text/resources/shaders') diff --git a/examples/text/resources/shaders/glsl100/sdf.fs b/examples/text/resources/shaders/glsl100/sdf.fs new file mode 100644 index 00000000..b4214d92 --- /dev/null +++ b/examples/text/resources/shaders/glsl100/sdf.fs @@ -0,0 +1,23 @@ +#version 100 + +// 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/text/resources/shaders/glsl330/sdf.fs b/examples/text/resources/shaders/glsl330/sdf.fs new file mode 100644 index 00000000..44d33e9b --- /dev/null +++ b/examples/text/resources/shaders/glsl330/sdf.fs @@ -0,0 +1,26 @@ +#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); +} 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); -} -- cgit v1.2.3