41 lines
1002 B
GLSL
41 lines
1002 B
GLSL
#version 450
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layout(location = 0) in vec4 color;
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layout(location = 1) in vec4 bgColor;
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layout(location = 2) in vec2 texCoord;
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layout(location = 0) out vec4 outColor;
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layout(set = 2, binding = 0) uniform sampler2D texSampler;
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float median(float r, float g, float b)
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{
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return max(min(r, g), min(max(r, g), b));
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}
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// this parameter should be same as FontAtlasGeneratorConfig::pixelRange
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const float pxRange = 3;
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float screenPxRange()
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{
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vec2 unitRange = vec2(pxRange) / vec2(textureSize(texSampler, 0));
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vec2 screenTexSize = vec2(1.0) / fwidth(texCoord);
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return max(0.5 * dot(unitRange, screenTexSize), 1.0);
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}
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void main()
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{
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vec3 msd = texture(texSampler, texCoord).rgb;
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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 (bgColor.a != 0)
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{
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outColor = mix(bgColor, color, opacity);
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}
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else
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{
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outColor = vec4(vec3(color), opacity);
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}
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}
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