sdf-2d/src/graphics/rendering/shaders/distance-fs-100.glsl

28 lines
529 B
GLSL

#version 100
precision lowp float;
uniform float maxMinDistance;
uniform float distanceNdcPixelSize;
varying vec2 position;
uniform sampler2D palette;
vec4 readFromPalette(int index) {
return texture2D(palette, vec2((float(index) + 0.5) / {paletteSize}, 0.5));
}
{macroDefinitions}
{declarations}
void main() {
float minDistance = maxMinDistance, objectMinDistance;
vec4 color = {backgroundColor};
vec4 objectColor;
{functionCalls}
gl_FragColor = vec4(color.rgb, minDistance * 8.0 + 0.125);
}