Files
Nuake/Resources/Shaders/sdf_text.shader
2023-09-30 14:25:47 -04:00

53 lines
1.3 KiB
GLSL

#shader vertex
#version 440 core
layout(location = 0) in vec3 Position;
layout(location = 1) in vec2 UV;
uniform mat4 model;
uniform mat4 projection;
out sample vec2 a_UV;
void main()
{
a_UV = UV;
gl_Position = projection * model * vec4(Position, 1.0);
}
#shader fragment
#version 440 core
out vec4 FragColor;
in sample vec2 a_UV;
uniform vec2 texPos;
uniform vec2 texScale;
uniform sampler2D msdf;
uniform vec4 bgColor;
uniform vec4 fgColor;
uniform float pxRange; // set to distance field's pixel range
float screenPxRange(vec2 coord) {
vec2 unitRange = vec2(pxRange) / vec2(textureSize(msdf, 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(msdf, 0);
vec2 uv = vec2(mix(texPos.x / textSize.x, texScale.x / textSize.x, a_UV.x),
mix(texScale.y / textSize.y, texPos.y / textSize.y, a_UV.y));
vec3 msd = texture(msdf, uv).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPxRange(uv) * (sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
FragColor = mix(bgColor, fgColor, opacity);
}