95 lines
2.5 KiB
GLSL
95 lines
2.5 KiB
GLSL
#shader vertex
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#version 460 core
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec2 UV;
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uniform mat4 u_Model;
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uniform mat4 u_View;
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out vec2 v_UV;
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void main() {
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v_UV = UV;
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float x = Position.x;
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float y = Position.y;
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float z = Position.z;
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gl_Position = u_View * u_Model * vec4(x, y, z, 1.0f);
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}
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#shader fragment
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#version 460 core
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in sample vec2 v_UV;
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out vec4 FragColor;
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uniform sampler2D u_Atlas;
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uniform sample vec2 u_TexturePos;
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uniform vec2 u_TextureScale;
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uniform vec4 u_FontColor;
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uniform float u_PxRange;
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uniform float u_SubpixelThreshold;
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uniform float u_CurveTolerance;
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uniform float u_SubpixelAmount;
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float screenPxRange(vec2 coord) {
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vec2 unitRange = vec2(u_PxRange) / vec2(textureSize(u_Atlas, 0));
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vec2 screenTexSize = vec2(1.0) / fwidth(coord);
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return max(0.5 * dot(unitRange, screenTexSize), 1.0);
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}
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float median(float r, float g, float b) {
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return max(min(r, g), min(max(r, g), b));
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}
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float opacity(vec4 sdfSample)
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{
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float r = sdfSample.r;
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float g = sdfSample.g;
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float b = sdfSample.b;
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float signed_dist = median(r, g, b) - 0.5;
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float d = fwidth(signed_dist);
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float opacity = smoothstep(-d, d, signed_dist);
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return opacity;
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}
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void main() {
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vec2 textSize = textureSize(u_Atlas, 0);
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vec2 uv = vec2(mix(u_TexturePos.x / textSize.x, u_TextureScale.x / textSize.x, v_UV.x),
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mix(u_TextureScale.y / textSize.y, u_TexturePos.y / textSize.y, 1.0 - v_UV.y));
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float subPixelAmount = u_SubpixelAmount;
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vec2 unitRange = 1.0 / textSize;
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vec2 uvLeft = uv - vec2(unitRange.x * subPixelAmount, 0);
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vec2 uvRight = uv + vec2(unitRange.x * subPixelAmount, 0);
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vec2 uvUp = uv + vec2(0, unitRange.y * subPixelAmount);
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float middle = opacity(texture(u_Atlas, uv));
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float left = opacity(texture(u_Atlas, uvLeft));
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float right = opacity(texture(u_Atlas, uvRight));
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float up = opacity(texture(u_Atlas, uvUp));
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vec3 color = u_FontColor.rgb;
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bool direction = false;
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const float ratio = 1.6666;
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float curve_tolerance = u_CurveTolerance;
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const float h_tolerance = 0;
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const bool subpixel = false;
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float subpixel_threshold = u_SubpixelThreshold;
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float curveAmount = up - middle;
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bool mid = middle < (subpixel_threshold);
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bool leftt = left < subpixel_threshold;
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bool rightt = right < subpixel_threshold;
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if(subpixel &&(middle < subpixel_threshold) && curveAmount < curve_tolerance)
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{
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color.r = left;
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color.g = middle;
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color.b = right;
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}
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FragColor = vec4(color.rgb, middle);
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} |