opengl es - Anti aliasing outlined distance field font -
I have a distance area font that I want to outline with a large white border. I have got a different job from this fact that I am not sure how to remove the transition between color and outline.
My current piece shader Looks like
uniform sampler2d u_texture; Curve 4 v_color; Vec2 v_texCoord different; Const float smoothing = 1.0 / 16.0; Zero main () {float distance = texture 2d (u_text, v_tex cord). a; Name alpha = lube (0.3 - smoothing, 0.3+ smoothing, distance); If (distance <0.5) gl_FragColor = vec4 (1.0, 1.0, 1.0, alpha); Else gl_FragColor = vec4 (v_color.rgb, alpha); }
Any sign in how I get a smooth transition would be great. I finally went there when I discovered the mix function in the shader.
My last shader code looks like this:
Uniform sample 2DU_text; Curve 4 v_color; Vec2 v_texCoord different; Const float smoothing = 1.0 / 16.0; Zero main () {float distance = texture 2d (u_text, v_tex cord). a; Name alpha = lube (0.3 - smoothing, 0.3+ smoothing, distance); Gl_FragColor = Blend (vec4 (1.0, 1.0, 1.0, alpha), vec4 (v_color.rgb, alpha), (distance - 0.45) * 10.0); (Distance> 0.45 & amp; amp; distance & amp; else if (distance <0.45) gl_FragColor = vec4 (1.0, 1.0, 1.0, alpha); Else gl_FragColor = vec4 (v_color.rgb, alpha);}
Creating the image below.
Comments
Post a Comment