add mix shader for ES3

TODO: translate shader
This commit is contained in:
jrkb 2023-03-30 16:17:07 +02:00
parent d4b86f5026
commit cfb5502dd3
2 changed files with 74 additions and 0 deletions

View file

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#version 300 es
precision highp float;
// these are our textures
uniform sampler2D msdf;
uniform vec4 fontColor;
uniform vec2 unitRange;
uniform float msdf_mix;
uniform vec2 translation_a;
uniform vec2 scale_a;
uniform vec2 translation_b;
uniform vec2 scale_b;
// 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);
}
float screenPxDistance(vec3 msdf_rgb) {
float sd = median(msdf_rgb.r, msdf_rgb.g, msdf_rgb.b);
return screenPxRange()*(sd - 0.5);
}
void main()
{
vec4 bgColor = vec4(fontColor.rgb,0.0);
vec4 fgColor = fontColor;
vec2 texCoord_a = (texCoordVarying * scale_a) + translation_a;
vec2 texCoord_b = (texCoordVarying * scale_b) + translation_b;
vec3 msdf_rgb_total = texture(msdf, texCoordVarying).rgb;
vec3 msdf_rgb_a = texture(msdf, texCoord_a).rgb;
vec3 msdf_rgb_b = texture(msdf, texCoord_b).rgb;
float screenPxDistance_a = screenPxDistance(msdf_rgb_a);
float screenPxDistance_b = screenPxDistance(msdf_rgb_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)
discard;
outputColor = vec4(vec3(fgColor),1.0); //mix(bgColor, fgColor, opacity);
//outputColor = vec4(opacity, 1.0-opacity, 0.0, 1.0);
//outputColor = vec4(1.0-msdf_rgb.rgb, 1.0);
//outputColor = vec4(1.0,0.0,1.0,1.0);
}

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#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;
}