/* ========================================================================= * Freetype GL - A C OpenGL Freetype engine * Platform: Any * WWW: http://code.google.com/p/freetype-gl/ * ------------------------------------------------------------------------- * Copyright 2011 Nicolas P. Rougier. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY NICOLAS P. ROUGIER ''AS IS'' AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL NICOLAS P. ROUGIER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are * those of the authors and should not be interpreted as representing official * policies, either expressed or implied, of Nicolas P. Rougier. * ========================================================================= */ uniform sampler2D texture; vec3 glyph_color = vec3(1.0,1.0,1.0); const float glyph_center = 0.50; vec3 outline_color = vec3(0.0,0.0,0.0); const float outline_center = 0.55; vec3 glow_color = vec3(1.0,1.0,1.0); const float glow_center = 1.25; void main(void) { vec4 color = texture2D(texture, gl_TexCoord[0].st); float dist = color.a; float width = fwidth(dist); float alpha = smoothstep(glyph_center-width, glyph_center+width, dist); // Smooth // gl_FragColor = vec4(glyph_color, alpha); // Outline // float mu = smoothstep(outline_center-width, outline_center+width, dist); // vec3 rgb = mix(outline_color, glyph_color, mu); // gl_FragColor = vec4(rgb, max(alpha,mu)); // Glow //vec3 rgb = mix(glow_color, glyph_color, alpha); //float mu = smoothstep(glyph_center, glow_center, sqrt(dist)); //gl_FragColor = vec4(rgb, max(alpha,mu)); // Glow + outline vec3 rgb = mix(glow_color, glyph_color, alpha); float mu = smoothstep(glyph_center, glow_center, sqrt(dist)); color = vec4(rgb, max(alpha,mu)); float beta = smoothstep(outline_center-width, outline_center+width, dist); rgb = mix(outline_color, color.rgb, beta); gl_FragColor = vec4(rgb, max(color.a,beta)); }