examples review
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19 changed files with 64 additions and 36 deletions
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info face="Symbola" size=-64 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=2
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common lineHeight=81 base=59 scaleW=1024 scaleH=1024 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
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page id=0 file="emoji_0.png"
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page id=0 file="emoji.png"
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chars count=187
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char id=9749 x=135 y=333 width=63 height=61 xoffset=1 yoffset=9 xadvance=65 page=0 chnl=15
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char id=9752 x=366 y=396 width=57 height=59 xoffset=0 yoffset=10 xadvance=58 page=0 chnl=15
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Before Width: | Height: | Size: 239 KiB After Width: | Height: | Size: 239 KiB |
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info face="Noto Serif CJK JP" size=-16 bold=0 italic=0 charset="" unicode=1 stretchH=100 smooth=1 aa=1 padding=0,0,0,0 spacing=2,2 outline=1
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common lineHeight=23 base=18 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
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page id=0 file="notoCJK_0.png"
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page id=0 file="notoCJK.png"
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chars count=576
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char id=32 x=507 y=185 width=3 height=3 xoffset=-1 yoffset=-1 xadvance=4 page=0 chnl=15
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char id=33 x=449 y=285 width=5 height=14 xoffset=0 yoffset=5 xadvance=5 page=0 chnl=15
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Before Width: | Height: | Size: 90 KiB After Width: | Height: | Size: 90 KiB |
23
examples/text/resources/shaders/glsl100/sdf.fs
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examples/text/resources/shaders/glsl100/sdf.fs
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#version 100
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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const float smoothing = 1.0/16.0;
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void main()
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{
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// Texel color fetching from texture sampler
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// NOTE: Calculate alpha using signed distance field (SDF)
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float distance = texture2D(texture0, fragTexCoord).a;
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float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
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// Calculate final fragment color
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gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha);
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}
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main()
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{
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// Initialization
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UnloadImage(atlas);
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// Load SDF required shader (we use default vertex shader)
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Shader shader = LoadShader(0, "resources/shaders/sdf.fs");
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Shader shader = LoadShader(0, FormatText("resources/shaders/glsl%i/sdf.fs", GLSL_VERSION));
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SetTextureFilter(fontSDF.texture, FILTER_BILINEAR); // Required for SDF font
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Vector2 fontPosition = { 40, screenHeight/2 - 50 };
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@ -156,7 +156,7 @@ int main(int argc, char **argv)
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
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InitWindow(screenWidth, screenHeight, "raylib - unicode test");
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InitWindow(screenWidth, screenHeight, "raylib [text] example - unicode");
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// Load the font resources
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// NOTE: fontAsian is for asian languages,
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