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authorGabriel Schneider <[email protected]>2026-08-09 20:31:09 -0300
committerGabriel Schneider <[email protected]>2026-08-10 09:17:07 -0300
commit4b5e793f48f6e721c39ab6ddcf755604df73b643 (patch)
treef3cf8b009bbfbd5667635381f0f624cd6b466084 /shaders/ui.frag.glsl
parent9085cb5bfdd0b78ff3a62c0c71fc231dd7b5052a (diff)
downloadpardes-4b5e793f48f6e721c39ab6ddcf755604df73b643.tar.gz
pardes-4b5e793f48f6e721c39ab6ddcf755604df73b643.zip
Better text rendering
Diffstat (limited to 'shaders/ui.frag.glsl')
-rw-r--r--shaders/ui.frag.glsl5
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);
}