From 21c7c3efd04b72f32dae3dcae7fdf5c3e3fc2fc1 Mon Sep 17 00:00:00 2001 From: themancalledjakob Date: Mon, 27 Feb 2023 16:07:46 +0100 Subject: [PATCH] gles 3 shaders --- .../ofxMsdfgen/shaders/simple/ES3/shader.frag | 35 +++++++++++++++++++ .../ofxMsdfgen/shaders/simple/ES3/shader.vert | 15 ++++++++ 2 files changed, 50 insertions(+) create mode 100644 data/ofxMsdfgen/shaders/simple/ES3/shader.frag create mode 100644 data/ofxMsdfgen/shaders/simple/ES3/shader.vert diff --git a/data/ofxMsdfgen/shaders/simple/ES3/shader.frag b/data/ofxMsdfgen/shaders/simple/ES3/shader.frag new file mode 100644 index 0000000..d47b6b3 --- /dev/null +++ b/data/ofxMsdfgen/shaders/simple/ES3/shader.frag @@ -0,0 +1,35 @@ +#version 300 es +precision highp float; + +// these are our textures +uniform sampler2D msdf; + +uniform vec4 fontColor; +uniform float pxRange; + +// this comes from the vertex shader +in vec2 texCoordVarying; +out vec4 outputColor; + +float median(float r, float g, float b) { + return max(min(r, g), min(max(r, g), b)); +} + +float screenPxRange() { + ivec2 ts = textureSize(msdf, 0); + vec2 unitRange = vec2(pxRange)/vec2(ts); + vec2 screenTexSize = vec2(1.0)/fwidth(texCoordVarying); + return max(0.5*dot(unitRange, screenTexSize), 1.0); +} + +void main() +{ + vec4 bgColor = vec4(fontColor.rgb,0); + vec4 fgColor = fontColor; + + vec3 msdf_rgb = texture(msdf, texCoordVarying).rgb; + float sd = median(msdf_rgb.r, msdf_rgb.g, msdf_rgb.b); + float screenPxDistance = screenPxRange()*(sd - 0.5); + float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); + outputColor = mix(bgColor, fgColor, opacity); +} diff --git a/data/ofxMsdfgen/shaders/simple/ES3/shader.vert b/data/ofxMsdfgen/shaders/simple/ES3/shader.vert new file mode 100644 index 0000000..9e21acc --- /dev/null +++ b/data/ofxMsdfgen/shaders/simple/ES3/shader.vert @@ -0,0 +1,15 @@ +#version 300 es + +// whoops these are for the programmable pipeline system +uniform mat4 modelViewProjectionMatrix; + +in vec4 position; +in vec2 texcoord; + +out vec2 texCoordVarying; + +void main() +{ + texCoordVarying = texcoord; + gl_Position = modelViewProjectionMatrix * position; +}