browser/external/raylib-4.5.0/examples/text/resources/shaders/glsl330/sdf.fs

27 lines
779 B
Forth
Raw Normal View History

2023-09-27 15:02:24 -04:00
#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);
}