shader twiggles

This commit is contained in:
jrkb 2023-06-18 17:33:39 +02:00
parent 74e14cef20
commit 236764efa6

View file

@ -19,43 +19,65 @@ float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b)); return max(min(r, g), min(max(r, g), b));
} }
//float screenPxRange() { float screenPxRange(vec2 uv) {
////ivec2 ts = textureSize(msdf, 0); //ivec2 ts = textureSize(msdf, 0);
////vec2 unitRange = vec2(pxRange)/vec2(ts); //vec2 unitRange = vec2(pxRange)/vec2(ts);
//vec2 screenTexSize = vec2(1.0)/fwidth(texCoordVarying); vec2 screenTexSize = vec2(1.0)/fwidth(uv);
//return max(0.5*dot(unitRange, screenTexSize), 1.0); return max(0.5*dot(unitRange, screenTexSize), 1.0);
//} }
//float screenPxDistance(vec3 msdf_rgb) { float screenPxDistance(vec3 msdf_rgb, vec2 uv) {
//float sd = median(msdf_rgb.r, msdf_rgb.g, msdf_rgb.b); float sd = median(msdf_rgb.r, msdf_rgb.g, msdf_rgb.b);
//return screenPxRange()*(sd - 0.5); return screenPxRange(uv)*(sd - 0.5);
//} }
float near = 0.1;
float far = 4600.0;
float width = 1920.0;
float height = 1080.0;
float linearizeDepth(float depth)
{
return (2.0 * near * far) / (far + near - (depth * 2.0 - 1.0) * (far - near));
}
void main() void main()
{ {
vec4 bgColor = vec4(fontColor.rgb,0.0); vec4 backgroundColor = bgColor;
vec4 fgColor = fontColor; vec4 fgColor = fontColor;
vec3 msdf_rgb_a = texture( msdf, uv_a ).rgb; vec3 msdf_rgb_a = texture( msdf, uv_a ).rgb;
vec3 msdf_rgb_b = texture( msdf, uv_b ).rgb; vec3 msdf_rgb_b = texture( msdf, uv_b ).rgb;
vec2 sz = vec2(textureSize( msdf, 0 ));
float dx_a = dFdx( uv_a.x ) * sz.x;
float dy_a = dFdy( uv_a.y ) * sz.y;
float dx_b = dFdx( uv_b.x ) * sz.x;
float dy_b = dFdy( uv_b.y ) * sz.y;
float toPixels_a = 8.0 * inversesqrt( dx_a * dx_a + dy_a * dy_a );
float toPixels_b = 8.0 * inversesqrt( dx_b * dx_b + dy_b * dy_b );
float sigDist_a = median( msdf_rgb_a.r, msdf_rgb_a.g, msdf_rgb_a.b ) - 0.5;
float sigDist_b = median( msdf_rgb_b.r, msdf_rgb_b.g, msdf_rgb_b.b ) - 0.5;
float opacity_a = clamp( sigDist_a * toPixels_a + 0.5, 0.0, 1.0 );
float opacity_b = clamp( sigDist_b * toPixels_b + 0.5, 0.0, 1.0 );
float opacity = mix(opacity_a, opacity_b, msdf_mix); //vec2 sz = vec2(textureSize( msdf, 0 ));
//float dx_a = dFdx( uv_a.x ) * sz.x;
//float dy_a = dFdy( uv_a.y ) * sz.y;
//float dx_b = dFdx( uv_b.x ) * sz.x;
//float dy_b = dFdy( uv_b.y ) * sz.y;
//float toPixels_a = 8.0 * inversesqrt( dx_a * dx_a + dy_a * dy_a );
//float toPixels_b = 8.0 * inversesqrt( dx_b * dx_b + dy_b * dy_b );
//float sigDist_a = median( msdf_rgb_a.r, msdf_rgb_a.g, msdf_rgb_a.b ) - 0.5;
//float sigDist_b = median( msdf_rgb_b.r, msdf_rgb_b.g, msdf_rgb_b.b ) - 0.5;
//float opacity_a = clamp( sigDist_a * toPixels_a + 0.5, 0.0, 1.0 );
//float opacity_b = clamp( sigDist_b * toPixels_b + 0.5, 0.0, 1.0 );
//float opacity = mix(opacity_a, opacity_b, msdf_mix);
float screenPxDistance_a = screenPxDistance(msdf_rgb_a, uv_a);
float screenPxDistance_b = screenPxDistance(msdf_rgb_b, uv_b);
float screenPxDistance_mix = mix(screenPxDistance_a, screenPxDistance_b, msdf_mix);
float opacity = clamp(screenPxDistance_mix + 0.5, 0.0, 1.0);
if (opacity < 0.5) if (opacity < 0.5)
discard; discard;
outputColor = vec4(vec3(fgColor),1.0); //mix(bgColor, fgColor, opacity); //outputColor = vec4(vec3(fgColor),1.0); //mix(bgColor, fgColor, opacity);
float z = linearizeDepth(gl_FragCoord.z) / far;
vec2 screenPos = abs(vec2(
(gl_FragCoord.x / width) * 2.0 - 1.0,
(gl_FragCoord.y / height) * 2.0 - 1.0
));
// INFO: this needs to be adjusted if field of view is adjusted
float d = smoothstep(0.2, 0.8, z + 0.2 * (screenPos.x + screenPos.y));
outputColor = vec4(mix(fgColor.rgb, backgroundColor.rgb, d),1.0);
//outputColor = vec4(opacity, 1.0-opacity, 0.0, 1.0); //outputColor = vec4(opacity, 1.0-opacity, 0.0, 1.0);
//outputColor = vec4(1.0-msdf_rgb.rgb, 1.0); //outputColor = vec4(1.0-msdf_rgb.rgb, 1.0);