diff options
Diffstat (limited to 'deps/raylib/examples/text/resources/shaders')
4 files changed, 90 insertions, 0 deletions
diff --git a/deps/raylib/examples/text/resources/shaders/glsl100/alpha_discard.fs b/deps/raylib/examples/text/resources/shaders/glsl100/alpha_discard.fs new file mode 100644 index 0000000..15aacf5 --- /dev/null +++ b/deps/raylib/examples/text/resources/shaders/glsl100/alpha_discard.fs @@ -0,0 +1,20 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +void main() +{ + vec4 texelColor = texture2D(texture0, fragTexCoord); + + if (texelColor.a == 0.0) discard; + + gl_FragColor = texelColor*fragColor*colDiffuse; +} diff --git a/deps/raylib/examples/text/resources/shaders/glsl100/sdf.fs b/deps/raylib/examples/text/resources/shaders/glsl100/sdf.fs new file mode 100644 index 0000000..d4878cf --- /dev/null +++ b/deps/raylib/examples/text/resources/shaders/glsl100/sdf.fs @@ -0,0 +1,25 @@ +#version 100 + +precision mediump float; + +// 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/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); +} |