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