From 7f1068ef96685b174883b2bd1c9781fe7c1ad0d4 Mon Sep 17 00:00:00 2001 From: Stephan Soller Date: Mon, 19 Apr 2021 19:40:34 +0200 Subject: [PATCH] Added zoom independent sharp edges to the SDF text example. (#1727) --- examples/text/resources/shaders/glsl330/sdf.fs | 6 +++--- 1 file 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);