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58 lines
1.4 KiB
GLSL
58 lines
1.4 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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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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vec3 msd = texture(u_Atlas, uv).rgb;
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float sd = median(msd.r, msd.g, msd.b);
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float screenPxDistance = screenPxRange(uv) * (sd - 0.5);
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vec3 color = u_FontColor.rgb;
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float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
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FragColor = vec4(color.rgb, opacity);
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} |