diff --git a/src/Magnum/Shaders/DistanceFieldVectorGL.h b/src/Magnum/Shaders/DistanceFieldVectorGL.h index 0efcd19a9..43f991755 100644 --- a/src/Magnum/Shaders/DistanceFieldVectorGL.h +++ b/src/Magnum/Shaders/DistanceFieldVectorGL.h @@ -68,15 +68,18 @@ namespace Implementation { @m_since_latest Renders vector graphics in a form of signed distance field. See -@ref TextureTools::DistanceFieldGL for more information and @ref VectorGL for a -simpler variant of this shader. Note that the final rendered outlook will -greatly depend on radius of input distance field and value passed to -@ref setSmoothness(). You need to provide @ref Position and -@ref TextureCoordinates attributes in your triangle mesh and call at least -@ref bindVectorTexture(). By default, the shader renders the distance field -texture with a white color in an identity transformation, use -@ref setTransformationProjectionMatrix(), @ref setColor() and others to -configure the shader. +@ref TextureTools::DistanceFieldGL for a way to generate distance field +textures to use with this shader and for more information about choosing the +parameters for conversion and rendering. The @ref VectorGL shader is then a +variant of this shader that doesn't use a distance field texture but rather the +original input directly. + +You need to provide @ref Position and @ref TextureCoordinates attributes in +your triangle mesh and call at least @ref bindVectorTexture(). By default, the +shader renders the distance field texture with a white color in an identity +transformation, use @ref setTransformationProjectionMatrix(), @ref setColor() +and others to configure the shader. Edge smoothness can be controlled using +@ref setSmoothness(). Alpha / transparency is supported by the shader implicitly, but to have it working on the framebuffer, you need to enable