adjust shaders
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5fc06a177b
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971a9f089d
3 changed files with 50 additions and 32 deletions
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@ -1,12 +1,10 @@
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precision highp float;
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// these are our textures
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uniform sampler2D msdf_0;
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uniform sampler2D msdf_1;
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uniform sampler2D msdf;
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uniform vec4 fontColor;
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uniform float msdf_mix;
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uniform float msdf_pxratio;
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uniform float pxRange;
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// this comes from the vertex shader
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varying vec2 texCoordVarying;
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@ -15,8 +13,10 @@ float median(float r, float g, float b) {
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return max(min(r, g), min(max(r, g), b));
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}
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float screenPxRange(float ratio) {
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return ratio * 2.0;
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float screenPxRange() {
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vec2 unitRange = vec2(pxRange)/vec2(textureSize(msdf));
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vec2 screenTexSize = vec2(1.0)/fwidth(texCoordVarying);
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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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@ -24,11 +24,9 @@ void main()
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vec4 bgColor = vec4(fontColor.rgb,0);
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vec4 fgColor = fontColor;
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vec3 msd_0 = texture2D(msdf_0, texCoordVarying).rgb;
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vec3 msd_1 = texture2D(msdf_1, texCoordVarying).rgb;
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vec3 msd = mix(msd_0, msd_1,msdf_mix);
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float sd = median(msd.r, msd.g, msd.b);
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float screenPxDistance = screenPxRange(msdf_pxratio)*(sd - 0.5);
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vec3 msdf_rgb = texture2D(msdf, texCoordVarying).rgb;
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float sd = median(msdf_rgb.r, msdf_rgb.g, msdf_rgb.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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gl_FragColor = mix(bgColor, fgColor, opacity);
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}
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@ -3,11 +3,9 @@ precision highp float;
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// these are our textures
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uniform sampler2DRect msdf_0;
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uniform sampler2DRect msdf_1;
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uniform vec4 fontColor;
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uniform float msdf_mix;
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uniform float msdf_pxratio;
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uniform float pxRange;
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// this comes from the vertex shader
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varying vec2 texCoordVarying;
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@ -17,7 +15,9 @@ float median(float r, float g, float b) {
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}
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float screenPxRange() {
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return 2.0;
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vec2 unitRange = vec2(pxRange)/vec2(textureSize(msdf));
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vec2 screenTexSize = vec2(1.0)/fwidth(texCoordVarying);
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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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@ -25,10 +25,8 @@ void main()
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vec4 bgColor = vec4(fontColor.rgb,0);
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vec4 fgColor = fontColor;
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vec3 msd_0 = texture2DRect(msdf_0, texCoordVarying).rgb;
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vec3 msd_1 = texture2DRect(msdf_1, texCoordVarying).rgb;
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vec3 msd = mix(msd_0, msd_1,msdf_mix);
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float sd = median(msd.r, msd.g, msd.b);
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vec3 msdf_rgb = texture2DRect(msdf, texCoordVarying).rgb;
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float sd = median(msdf_rgb.r, msdf_rgb.g, msdf_rgb.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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gl_FragColor = mix(bgColor, fgColor, opacity);
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@ -2,12 +2,15 @@
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precision highp float;
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// these are our textures
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uniform sampler2DRect msdf_0;
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uniform sampler2DRect msdf_1;
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uniform sampler2DRect msdf;
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uniform vec4 fontColor;
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uniform vec2 unitRange;
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uniform float msdf_mix;
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uniform float msdf_pxratio;
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uniform vec2 translation_a;
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uniform vec2 scale_a;
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uniform vec2 translation_b;
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uniform vec2 scale_b;
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// this comes from the vertex shader
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in vec2 texCoordVarying;
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@ -19,20 +22,39 @@ float median(float r, float g, float b) {
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return max(min(r, g), min(max(r, g), b));
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}
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float screenPxRange(float ratio) {
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return ratio * 2.0;
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float screenPxRange() {
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//vec2 unitRange = vec2(pxRange)/vec2(textureSize(msdf));
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vec2 screenTexSize = vec2(1.0)/fwidth(texCoordVarying);
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return max(0.5*dot(unitRange, screenTexSize), 1.0);
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}
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float screenPxDistance(vec3 msdf_rgb) {
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float sd = median(msdf_rgb.r, msdf_rgb.g, msdf_rgb.b);
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return screenPxRange()*(sd - 0.5);
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}
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void main()
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{
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vec4 bgColor = vec4(fontColor.rgb,0);
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vec4 bgColor = vec4(fontColor.rgb,0.0);
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vec4 fgColor = fontColor;
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vec3 msd_0 = texture(msdf_0, texCoordVarying).rgb;
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vec3 msd_1 = texture(msdf_1, texCoordVarying).rgb;
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vec3 msd = mix(msd_0, msd_1,msdf_mix);
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float sd = median(msd.r, msd.g, msd.b);
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float screenPxDistance = screenPxRange(msdf_pxratio)*(sd - 0.5);
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float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
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outputColor = mix(bgColor, fgColor, opacity);
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vec2 texCoord_a = (texCoordVarying * scale_a) + translation_a;
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vec2 texCoord_b = (texCoordVarying * scale_b) + translation_b;
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vec3 msdf_rgb_total = texture(msdf, texCoordVarying).rgb;
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vec3 msdf_rgb_a = texture(msdf, texCoord_a).rgb;
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vec3 msdf_rgb_b = texture(msdf, texCoord_b).rgb;
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float screenPxDistance_a = screenPxDistance(msdf_rgb_a);
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float screenPxDistance_b = screenPxDistance(msdf_rgb_b);
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float screenPxDistance_mix = mix(screenPxDistance_a, screenPxDistance_b, msdf_mix);
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float opacity = clamp(screenPxDistance_mix + 0.5, 0.0, 1.0);
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if (opacity < 0.5)
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discard;
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outputColor = vec4(vec3(fgColor),1.0); //mix(bgColor, fgColor, opacity);
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//outputColor = vec4(opacity, 1.0-opacity, 0.0, 1.0);
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//outputColor = vec4(1.0-msdf_rgb.rgb, 1.0);
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//outputColor = vec4(1.0,0.0,1.0,1.0);
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}
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