Refactored the handling of glyph and shadow alpha values to make the text and shadow clearer for fonts with narrow glyphs
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@ -245,7 +245,19 @@ char text_frag[] = "$OSG_GLSL_VERSION\n"
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" shadow_color.rgb = BACKDROP_COLOR.rgb;\n"
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"\n"
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" vec4 glyph_color = textColor(texCoord);\n"
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"\n"
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" // lower the alpha_power value the greater the staturation, no need to be so aggressive with SDF than GREYSCALE\n"
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" #if SIGNED_DISTANCE_FIELD\n"
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" float alpha_power = 0.6;\n"
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" #else\n"
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" float alpha_power = 0.5;\n"
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" #endif\n"
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"\n"
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" // over saturate the alpha values to make sure the font and it's shadow are clear\n"
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" shadow_color.a = pow(shadow_color.a, alpha_power);\n"
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" glyph_color.a = pow(glyph_color.a, alpha_power);\n"
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" vec4 color = mix(shadow_color, glyph_color, glyph_color.a);\n"
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"\n"
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"#else\n"
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" vec4 color = textColor(texCoord);\n"
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"#endif\n"
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