40 lines
1.1 KiB
GLSL
40 lines
1.1 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;
|
|
|
|
void main()
|
|
{
|
|
float distance = texture(texSampler, texCoord).r;
|
|
float alpha = smoothstep(textConfig.threshold - textConfig.smoothing, textConfig.threshold + textConfig.smoothing, distance);
|
|
if (textConfig.applyBorder)
|
|
{
|
|
float border = smoothstep(textConfig.threshold + textConfig.borderSize - textConfig.smoothing,
|
|
textConfig.threshold + textConfig.borderSize + textConfig.smoothing, distance);
|
|
outColor = mix(textConfig.borderColor, textConfig.textColor, border) * alpha;
|
|
}
|
|
else
|
|
{
|
|
outColor = vec4(textConfig.textColor) * alpha;
|
|
}
|
|
|
|
if (textConfig.backgroundColor.a != 0)
|
|
{
|
|
outColor = mix(textConfig.backgroundColor, outColor, alpha);
|
|
}
|
|
}
|