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| author | Gabriel Schneider <[email protected]> | 2026-08-03 12:43:55 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-08-10 09:17:07 -0300 |
| commit | 158864a03c0291d00a2c0707fcc065c7a18f8eba (patch) | |
| tree | 12e5694140d7546194a0442d711e5eaa00a9b368 /shaders | |
| parent | 79d5b445085ec8c7bdbe430a88f9386249e7e867 (diff) | |
| download | pardes-158864a03c0291d00a2c0707fcc065c7a18f8eba.tar.gz pardes-158864a03c0291d00a2c0707fcc065c7a18f8eba.zip | |
sharpen native SDL rendering
Diffstat (limited to 'shaders')
| -rw-r--r-- | shaders/ui.frag.glsl | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/shaders/ui.frag.glsl b/shaders/ui.frag.glsl index 2284fa0b..d0967309 100644 --- a/shaders/ui.frag.glsl +++ b/shaders/ui.frag.glsl @@ -13,6 +13,9 @@ 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); vec3 col = mix(v_bg, v_fg, a); o_col = vec4(col, 1.0); } |
