Forgot to push shader source files changes on ui_text.shader

This commit is contained in:
Antoine Pilote
2024-09-11 00:14:46 -04:00
parent 0e78c7d889
commit 706821861b

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@@ -20,18 +20,19 @@ void main() {
#shader fragment
#version 460 core
in sample vec2 v_UV;
out vec4 FragColor;
uniform sampler2D u_Atlas;
uniform sample vec2 u_TexturePos;
uniform vec2 u_TextureScale;
uniform vec4 u_FontColor;
uniform float u_PxRange;
uniform float u_SubpixelThreshold;
uniform float u_CurveTolerance;
uniform float u_SubpixelAmount;
float screenPxRange(vec2 coord) {
vec2 unitRange = vec2(u_PxRange) / vec2(textureSize(u_Atlas, 0));
vec2 screenTexSize = vec2(1.0) / fwidth(coord);
@@ -59,11 +60,12 @@ void main() {
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));
const float subPixelAmount = 1.333;
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));
@@ -73,11 +75,11 @@ void main() {
bool direction = false;
const float ratio = 1.6666;
const float curve_tolerance = 1.0;
float curve_tolerance = u_CurveTolerance;
const float h_tolerance = 0;
const bool subpixel = false;
const float subpixel_threshold = 1;
float subpixel_threshold = u_SubpixelThreshold;
float curveAmount = up - middle;
bool mid = middle < (subpixel_threshold);
bool leftt = left < subpixel_threshold;