calc unitRange on cpu

This commit is contained in:
jrkb 2023-02-27 16:08:27 +01:00
parent 21c7c3efd0
commit ea928d0190
8 changed files with 190 additions and 0 deletions

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precision highp float;
// these are our textures
uniform sampler2D msdf;
uniform vec4 fontColor;
uniform float pxRange;
// this comes from the vertex shader
varying vec2 texCoordVarying;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
float screenPxRange() {
vec2 unitRange = vec2(pxRange)/vec2(textureSize(msdf));
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 = texture2D(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);
gl_FragColor = mix(bgColor, fgColor, opacity);
}

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// these are for the programmable pipeline system
uniform mat4 modelViewProjectionMatrix;
attribute vec4 position;
attribute vec2 texcoord;
varying vec2 texCoordVarying;
void main()
{
texCoordVarying = texcoord;
gl_Position = modelViewProjectionMatrix * position;
}

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#version 300 es
precision highp float;
// these are our textures
uniform sampler2D msdf;
uniform vec4 fontColor;
uniform float unitRange;
// 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);
}

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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;
}

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#version 120
precision highp float;
// these are our textures
uniform sampler2DRect msdf_0;
uniform vec4 fontColor;
uniform float pxRange;
// this comes from the vertex shader
varying vec2 texCoordVarying;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
float screenPxRange() {
vec2 unitRange = vec2(pxRange)/vec2(textureSize(msdf));
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 = texture2DRect(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);
gl_FragColor = mix(bgColor, fgColor, opacity);
}

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#version 120
varying vec2 texCoordVarying;
void main()
{
texCoordVarying = gl_MultiTexCoord0.xy;
gl_Position = ftransform();
}

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#version 150
precision highp float;
// these are our textures
uniform sampler2DRect msdf;
uniform vec4 fontColor;
uniform float unitRange;
// this comes from the vertex shader
in vec2 texCoordVarying;
// this is the output of the fragment shader
out vec4 outputColor;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
float screenPxRange() {
//vec2 unitRange = vec2(pxRange)/vec2(textureSize(msdf));
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);
}

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#version 150
// these come from the programmable pipeline
uniform mat4 modelViewProjectionMatrix;
in vec4 position;
in vec2 texcoord;
// texture coordinates are sent to fragment shader
out vec2 texCoordVarying;
void main()
{
texCoordVarying = texcoord;
gl_Position = modelViewProjectionMatrix * position;
}