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| author | Gabriel Schneider <[email protected]> | 2026-08-09 20:31:09 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-08-10 09:17:07 -0300 |
| commit | 4b5e793f48f6e721c39ab6ddcf755604df73b643 (patch) | |
| tree | f3cf8b009bbfbd5667635381f0f624cd6b466084 /shaders/ui.frag.glsl | |
| parent | 9085cb5bfdd0b78ff3a62c0c71fc231dd7b5052a (diff) | |
| download | pardes-4b5e793f48f6e721c39ab6ddcf755604df73b643.tar.gz pardes-4b5e793f48f6e721c39ab6ddcf755604df73b643.zip | |
Better text rendering
Diffstat (limited to 'shaders/ui.frag.glsl')
| -rw-r--r-- | shaders/ui.frag.glsl | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/shaders/ui.frag.glsl b/shaders/ui.frag.glsl index d0967309..d00a0601 100644 --- a/shaders/ui.frag.glsl +++ b/shaders/ui.frag.glsl @@ -13,9 +13,8 @@ layout(location = 0) out vec4 o_col; void main() { float a = texture(u_atlas, v_uv).r; - // stb_truetype is unhinted. A small coverage lift counters its grey edge - // halo without turning the atlas into hard-edged bitmap text. - a = pow(a, 0.8); + // FreeType's hinted grayscale bitmap is already the intended coverage. + // Preserve it exactly; weight-changing gamma hacks blur small stems. vec3 col = mix(v_bg, v_fg, a); o_col = vec4(col, 1.0); } |
