Files
itgmania212121/Data/Shaders/GLSL/Distance field.frag
T

28 lines
666 B
GLSL

uniform sampler2D Texture1;
varying vec4 texCoords;
varying vec4 vertexColor;
float aastep(float threshold, float dist) {
float afwidth = 0.75 * length(vec2(dFdx(dist), dFdy(dist)));
return smoothstep(threshold - afwidth, threshold + afwidth, dist);
}
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
const float distanceThreshold = 0.5;
float sample(vec2 tc) {
vec3 texel = texture2D(Texture1, tc).rgb;
float dist = median(texel.r, texel.g, texel.b);
return aastep(distanceThreshold, dist);
}
void main(void)
{
float dfValue = sample(texCoords.st);
gl_FragColor = vec4(vertexColor.rgb, vertexColor.a * dfValue);
}