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https://github.com/IllusionMan1212/C2048.git
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22 lines
695 B
GLSL
22 lines
695 B
GLSL
#version 330 core
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in vec2 v_TexCoords;
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in vec4 textColor;
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out vec4 FragColor;
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uniform sampler2D text;
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const float smoothness = 0.05;
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const float outlineDistance = 0.50;
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const vec4 outlineColor = vec4(0.0, 0.0, 0.0, 1.0);
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void main() {
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//float distance = texture(text, v_TexCoords).r;
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//float outlineFactor = smoothstep(0.5 - smoothness, 0.5 + smoothness, distance);
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//vec4 color = mix(outlineColor, textColor, outlineFactor);
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//float alpha = smoothstep(outlineDistance - smoothness, outlineDistance + smoothness, distance);
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vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, v_TexCoords).r);
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FragColor = textColor * sampled;
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//FragColor = vec4(color.rgb, textColor.a * alpha);
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}
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