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authorJonathan Bradley <jcb@pikum.xyz>2025-02-05 19:09:10 -0500
committerJonathan Bradley <jcb@pikum.xyz>2025-02-05 19:09:10 -0500
commita9fb380f9d0b53cde554b265d9c6b66d26183c38 (patch)
tree8ea3648c497d4a3ac8ce2f6dafa2beca324e7249 /assets
parent61e179f9580c985cb5ca80ea732fc7572d31c489 (diff)
pke: mtsdf displays, bypass fg/bg not working
Diffstat (limited to 'assets')
-rw-r--r--assets/shaders/glyph.frag9
-rw-r--r--assets/shaders/glyph.vert20
2 files changed, 14 insertions, 15 deletions
diff --git a/assets/shaders/glyph.frag b/assets/shaders/glyph.frag
index ad9a6d1..5387f4e 100644
--- a/assets/shaders/glyph.frag
+++ b/assets/shaders/glyph.frag
@@ -2,9 +2,8 @@
layout(location = 0) in vec4 in_fg_color;
layout(location = 1) in vec4 in_bg_color;
-layout(location = 2) in vec4 in_sprite_region;
-layout(location = 3) in vec2 in_uv;
-layout(location = 4) in float in_width;
+layout(location = 2) in vec2 in_uv;
+layout(location = 3) in float in_width;
layout(location = 0) out vec4 out_color;
@@ -15,10 +14,10 @@ float median(float r, float g, float b) {
}
void main() {
- vec2 atlas_coord = (in_uv - in_sprite_region.xy) / in_sprite_region.zw;
- vec4 msd = texture(mtsdf_sampler, atlas_coord);
+ vec4 msd = texture(mtsdf_sampler, in_uv);
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = in_width * (sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
out_color = mix(in_bg_color, in_fg_color, opacity);
+ out_color = msd;
}
diff --git a/assets/shaders/glyph.vert b/assets/shaders/glyph.vert
index f48056d..9907ce1 100644
--- a/assets/shaders/glyph.vert
+++ b/assets/shaders/glyph.vert
@@ -3,18 +3,19 @@
// vertex
layout(location = 0) in vec2 in_position;
layout(location = 1) in vec2 in_uv;
+layout(location = 2) in vec2 in_atlas_size;
// instance
-layout(location = 2) in vec4 in_fg_color;
-layout(location = 3) in vec4 in_bg_color;
-layout(location = 4) in ivec4 in_sprite_region;
-layout(location = 5) in float in_width;
+layout(location = 3) in vec4 in_fg_color;
+layout(location = 4) in vec4 in_bg_color;
+layout(location = 5) in vec2 in_sprite_region_min;
+layout(location = 6) in vec2 in_sprite_region_max;
+layout(location = 7) in float in_width;
layout(location = 0) out vec4 out_fg_color;
layout(location = 1) out vec4 out_bg_color;
-layout(location = 2) out vec4 out_sprite_region;
-layout(location = 3) out vec2 out_uv;
-layout(location = 4) out float out_width;
+layout(location = 2) out vec2 out_uv;
+layout(location = 3) out float out_width;
out gl_PerVertex
{
@@ -23,10 +24,9 @@ out gl_PerVertex
void main()
{
- gl_Position = vec4(in_position, 0.0, 1.0);
+ gl_Position = vec4(in_position / 4.0, 0.0, 1.0);
out_fg_color = in_fg_color;
out_bg_color = in_bg_color;
- out_sprite_region = in_sprite_region;
- out_uv = in_uv;
+ out_uv = mix(in_sprite_region_min, in_sprite_region_max, in_uv) / in_atlas_size;
out_width = in_width;
}