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authorGabriel Schneider <[email protected]>2026-08-03 12:43:55 -0300
committerGabriel Schneider <[email protected]>2026-08-10 09:17:07 -0300
commit158864a03c0291d00a2c0707fcc065c7a18f8eba (patch)
tree12e5694140d7546194a0442d711e5eaa00a9b368 /shaders
parent79d5b445085ec8c7bdbe430a88f9386249e7e867 (diff)
downloadpardes-158864a03c0291d00a2c0707fcc065c7a18f8eba.tar.gz
pardes-158864a03c0291d00a2c0707fcc065c7a18f8eba.zip
sharpen native SDL rendering
Diffstat (limited to 'shaders')
-rw-r--r--shaders/ui.frag.glsl3
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);
}