Files
OpenVulkano/openVulkanoCpp/Shader/msdfText.frag
2024-08-13 10:53:38 +03:00

48 lines
1.2 KiB
GLSL

#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);
}
}