#shader vertex #version 460 core layout(location = 0) in vec3 Position; layout(location = 1) in vec2 UV; uniform mat4 u_Model; uniform mat4 u_View; out vec2 v_UV; void main() { v_UV = UV; float x = Position.x; float y = Position.y; float z = Position.z; gl_Position = u_View * u_Model * vec4(x, y, z, 1.0f); } #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); return max(0.5 * dot(unitRange, screenTexSize), 1.0); } float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), b)); } 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)); 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; float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); FragColor = vec4(color.rgb, opacity); }