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-rw-r--r--assets/shaders/glyph.frag11
-rw-r--r--assets/shaders/glyph.vert14
2 files changed, 20 insertions, 5 deletions
diff --git a/assets/shaders/glyph.frag b/assets/shaders/glyph.frag
index 867c58c..9867925 100644
--- a/assets/shaders/glyph.frag
+++ b/assets/shaders/glyph.frag
@@ -2,8 +2,11 @@
layout(location = 0) in vec4 in_fg_color;
layout(location = 1) in vec4 in_bg_color;
-layout(location = 2) in vec2 in_uv;
-layout(location = 3) in float in_width;
+layout(location = 2) in vec2 in_bounding_region_min;
+layout(location = 3) in vec2 in_bounding_region_max;
+layout(location = 4) in vec2 in_uv;
+layout(location = 5) in vec2 in_screen_px;
+layout(location = 6) in float in_width;
layout(location = 0) out vec4 out_color;
@@ -14,6 +17,10 @@ float median(float r, float g, float b) {
}
void main() {
+ if (in_screen_px.x < in_bounding_region_min.x) discard;
+ if (in_screen_px.y < in_bounding_region_min.y) discard;
+ if (in_screen_px.x > in_bounding_region_max.x) discard;
+ if (in_screen_px.y > in_bounding_region_max.y) discard;
vec4 msd = texture(mtsdf_sampler, in_uv);
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = in_width * (sd - 0.5);
diff --git a/assets/shaders/glyph.vert b/assets/shaders/glyph.vert
index 3f4b28a..4275251 100644
--- a/assets/shaders/glyph.vert
+++ b/assets/shaders/glyph.vert
@@ -11,12 +11,17 @@ layout(location = 7) in vec4 in_fg_color;
layout(location = 8) in vec4 in_bg_color;
layout(location = 9) in vec2 in_sprite_region_min;
layout(location = 10) in vec2 in_sprite_region_max;
-layout(location = 11) in float in_width;
+layout(location = 11) in vec2 in_bounding_region_min;
+layout(location = 12) in vec2 in_bounding_region_max;
+layout(location = 13) in float in_width;
layout(location = 0) out vec4 out_fg_color;
layout(location = 1) out vec4 out_bg_color;
-layout(location = 2) out vec2 out_uv;
-layout(location = 3) out float out_width;
+layout(location = 2) out vec2 out_bounding_region_min;
+layout(location = 3) out vec2 out_bounding_region_max;
+layout(location = 4) out vec2 out_uv;
+layout(location = 5) out vec2 out_screen_px;
+layout(location = 6) out float out_width;
out gl_PerVertex
{
@@ -29,6 +34,9 @@ void main()
gl_Position = vec4(transformed_position.xy, 0.0, 1.0);
out_fg_color = in_fg_color;
out_bg_color = in_bg_color;
+ out_bounding_region_min = in_bounding_region_min;
+ out_bounding_region_max = in_bounding_region_max;
out_uv = mix(in_sprite_region_min, in_sprite_region_max, in_uv) / in_atlas_size;
+ out_screen_px = gl_Position.xy;
out_width = in_width;
}