plutoengine/engine-demo/basic-application/mods/tefek.plutogui/default/shaders/FragmentFontShader.glsl

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#version 330 core
in vec2 uvCoordinates;
flat in int atlasPage;
uniform sampler2DArray textureSampler;
uniform vec4 recolor;
out vec4 out_Color;
void main(void)
{
vec3 textCoords = vec3(uvCoordinates, atlasPage);
float threshold = 1 - 240.0 / 255.0;
float signedDist = 1 - texture(textureSampler, textCoords).r;
float fw = fwidth(signedDist);
vec4 col = recolor;
col.a *= smoothstep(threshold + 0.2, threshold, signedDist);
out_Color = col;
}