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author | bonmas14 <bonmas14@gmail.com> | 2025-09-20 22:28:15 +0300 |
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committer | bonmas14 <bonmas14@gmail.com> | 2025-09-20 22:28:15 +0300 |
commit | cdda4c4182c9ee068567529715e4a5c68a8efb58 (patch) | |
tree | 38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/text/resources/shaders/glsl330 | |
download | c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip |
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/text/resources/shaders/glsl330')
-rw-r--r-- | deps/raylib/examples/text/resources/shaders/glsl330/alpha_discard.fs | 19 | ||||
-rw-r--r-- | deps/raylib/examples/text/resources/shaders/glsl330/sdf.fs | 26 |
2 files changed, 45 insertions, 0 deletions
diff --git a/deps/raylib/examples/text/resources/shaders/glsl330/alpha_discard.fs b/deps/raylib/examples/text/resources/shaders/glsl330/alpha_discard.fs new file mode 100644 index 0000000..d2134a6 --- /dev/null +++ b/deps/raylib/examples/text/resources/shaders/glsl330/alpha_discard.fs @@ -0,0 +1,19 @@ +#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; + +void main() +{ + vec4 texelColor = texture(texture0, fragTexCoord); + if (texelColor.a == 0.0) discard; + finalColor = texelColor * fragColor * colDiffuse; +} diff --git a/deps/raylib/examples/text/resources/shaders/glsl330/sdf.fs b/deps/raylib/examples/text/resources/shaders/glsl330/sdf.fs new file mode 100644 index 0000000..545f450 --- /dev/null +++ b/deps/raylib/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 + +void main() +{ + // Texel color fetching from texture sampler + // NOTE: Calculate alpha using signed distance field (SDF) + 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); +} |