#version 450 layout(location = 0) in vec2 texCoord; layout(location = 0) out vec4 outColor; layout(set = 2, binding = 0) uniform sampler2D texSampler; layout(set = 3, binding = 0) uniform TextConfig { vec4 textColor; vec4 borderColor; vec4 backgroundColor; float threshold; float borderSize; float smoothing; bool applyBorder; } textConfig; float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), b)); } // this parameter should be same as FontAtlasGeneratorConfig::pixelRange const float pxRange = 3; float screenPxRange() { vec2 unitRange = vec2(pxRange)/vec2(textureSize(texSampler, 0)); vec2 screenTexSize = vec2(1.0)/fwidth(texCoord); return max(0.5*dot(unitRange, screenTexSize), 1.0); } void main() { vec3 msd = texture(texSampler, texCoord).rgb; 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 (textConfig.backgroundColor.a != 0) { outColor = mix(textConfig.backgroundColor, textConfig.textColor, opacity); } else { outColor = vec4(vec3(textConfig.textColor), opacity); } }