Added SceneSwitching, Better font rendering, DOM inspector, Font-family prop

This commit is contained in:
antopilo
2024-09-13 17:18:09 -04:00
parent 4c76e9e493
commit 89ea32a4b3
22 changed files with 241 additions and 248 deletions

View File

@@ -43,53 +43,16 @@ float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
float opacity(vec4 sdfSample)
{
float r = sdfSample.r;
float g = sdfSample.g;
float b = sdfSample.b;
float signed_dist = median(r, g, b) - 0.5;
float d = fwidth(signed_dist);
float opacity = smoothstep(-d, d, signed_dist);
return opacity;
}
void main() {
vec2 textSize = textureSize(u_Atlas, 0);
vec2 uv = vec2(mix(u_TexturePos.x / textSize.x, u_TextureScale.x / textSize.x, v_UV.x),
mix(u_TextureScale.y / textSize.y, u_TexturePos.y / textSize.y, 1.0 - v_UV.y));
float subPixelAmount = u_SubpixelAmount;
vec2 unitRange = 1.0 / textSize;
vec2 uvLeft = uv - vec2(unitRange.x * subPixelAmount, 0);
vec2 uvRight = uv + vec2(unitRange.x * subPixelAmount, 0);
vec2 uvUp = uv + vec2(0, unitRange.y * subPixelAmount);
float middle = opacity(texture(u_Atlas, uv));
float left = opacity(texture(u_Atlas, uvLeft));
float right = opacity(texture(u_Atlas, uvRight));
float up = opacity(texture(u_Atlas, uvUp));
vec3 msd = texture(u_Atlas, uv).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPxRange(uv) * (sd - 0.5);
vec3 color = u_FontColor.rgb;
bool direction = false;
const float ratio = 1.6666;
float curve_tolerance = u_CurveTolerance;
const float h_tolerance = 0;
const bool subpixel = false;
float subpixel_threshold = u_SubpixelThreshold;
float curveAmount = up - middle;
bool mid = middle < (subpixel_threshold);
bool leftt = left < subpixel_threshold;
bool rightt = right < subpixel_threshold;
if(subpixel &&(middle < subpixel_threshold) && curveAmount < curve_tolerance)
{
color.r = left;
color.g = middle;
color.b = right;
}
FragColor = vec4(color.rgb, middle);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
FragColor = vec4(color.rgb, opacity);
}