examples review

This commit is contained in:
Ray 2019-05-17 01:17:40 +02:00
parent ce87d2ced4
commit 970f1e8ff1
19 changed files with 64 additions and 36 deletions

View file

@ -1,6 +1,6 @@
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
common lineHeight=81 base=59 scaleW=1024 scaleH=1024 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
page id=0 file="emoji_0.png"
page id=0 file="emoji.png"
chars count=187
char id=9749 x=135 y=333 width=63 height=61 xoffset=1 yoffset=9 xadvance=65 page=0 chnl=15
char id=9752 x=366 y=396 width=57 height=59 xoffset=0 yoffset=10 xadvance=58 page=0 chnl=15

View file

Before

Width:  |  Height:  |  Size: 239 KiB

After

Width:  |  Height:  |  Size: 239 KiB

Before After
Before After

View file

@ -1,6 +1,6 @@
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
common lineHeight=23 base=18 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=0 redChnl=4 greenChnl=4 blueChnl=4
page id=0 file="notoCJK_0.png"
page id=0 file="notoCJK.png"
chars count=576
char id=32 x=507 y=185 width=3 height=3 xoffset=-1 yoffset=-1 xadvance=4 page=0 chnl=15
char id=33 x=449 y=285 width=5 height=14 xoffset=0 yoffset=5 xadvance=5 page=0 chnl=15

View file

Before

Width:  |  Height:  |  Size: 90 KiB

After

Width:  |  Height:  |  Size: 90 KiB

Before After
Before After

View file

@ -0,0 +1,23 @@
#version 100
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
const float smoothing = 1.0/16.0;
void main()
{
// Texel color fetching from texture sampler
// NOTE: Calculate alpha using signed distance field (SDF)
float distance = texture2D(texture0, fragTexCoord).a;
float alpha = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
// Calculate final fragment color
gl_FragColor = vec4(fragColor.rgb, fragColor.a*alpha);
}