// Basic MSDF Text Texture Shader #type vertex #version 450 core layout(location = 0) in vec3 a_Position; layout(location = 1) in vec4 a_Color; layout(location = 2) in vec2 a_TexCoord; layout(location = 3) in int a_EntityID; layout(std140, binding = 0) uniform Camera { mat4 u_ViewProjection; }; layout (location = 0) out vec4 o_Color; layout (location = 1) out vec2 o_TexCoord; layout (location = 2) out flat int v_EntityID; void main() { o_Color = a_Color; o_TexCoord = a_TexCoord; v_EntityID = a_EntityID; gl_Position = u_ViewProjection * vec4(a_Position, 1.0); } #type fragment #version 450 core layout(location = 0) out vec4 o_Color; layout(location = 1) out int o_EntityID; layout (location = 0) in vec4 i_Color; layout (location = 1) in vec2 i_TexCoord; layout (location = 2) in flat int v_EntityID; layout (binding = 0) uniform sampler2D u_FontAtlas; float screenPxRange() { const float pxRange = 2.0; // set to distance field's pixel range vec2 unitRange = vec2(pxRange)/vec2(textureSize(u_FontAtlas, 0)); vec2 screenTexSize = vec2(1.0)/fwidth(i_TexCoord); // 使用 i_TexCoord 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() { vec4 texColor = i_Color * texture(u_FontAtlas, i_TexCoord); // 使用 i_Color 和 i_TexCoord vec3 msd = texture(u_FontAtlas, i_TexCoord).rgb; // 使用 i_TexCoord float sd = median(msd.r, msd.g, msd.b); float screenPxDistance = screenPxRange()*(sd - 0.5); float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); if (opacity == 0.0) discard; vec4 bgColor = vec4(0.0); o_Color = mix(bgColor, i_Color, opacity); // 使用 i_Color if (o_Color.a == 0.0) discard; o_EntityID = v_EntityID; }