Hi,
I made this Distance Field example with Qt OpenGL 3.3:

It works very good. I made it using this video tutorial:
I rewrote this example line by line in WebGL and it looks bad:

Hi,
I made this Distance Field example with Qt OpenGL 3.3:

It works very good. I made it using this video tutorial:
I rewrote this example line by line in WebGL and it looks bad:

This problem was solved by Rabbid76:
This appears to be a problem related to Premultiplied Alpha (see Why does my WebGL alpha-transparency look wrong?.
You need to multiply the color channels by the alpha channel in the fragment shader:
void main() { // [...] vec4 color = ...; gl_FragColor = vec4(color.rgb * color.a, color.a); }and change the blend function to 1 * source_color + (1 -alpha) * dest_color:
gl.enable(gl.BLEND); gl.blendFunc(gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
Another solution that was made by _Develop:
const options: WebGLContextAttributes = {
alpha: false, premultipliedAlpha: false
}
gl = (canvas as HTMLCanvasElement).getContext("webgl", options);
gl.enable(gl.BLEND);
gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA);
precision mediump float;
varying vec2 vTexCoord;
uniform sampler2D uSampler;
const float width = 0.5;
const float edge = 0.1;
void main()
{
float distance = 1.0 - texture2D(uSampler, vTexCoord).a;
float alpha = 1.0 - smoothstep(width, width + edge, distance);
if (alpha < 0.001)
{
discard;
}
gl_FragColor = vec4(0.2, 0.5, 0.0, alpha);
}