mirror of https://github.com/mode777/rayjs.git
27 lines
779 B
GLSL
27 lines
779 B
GLSL
#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);
|
|
}
|