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-rw-r--r--assets/shaders/glyph.frag24
-rw-r--r--assets/shaders/glyph.vert32
-rw-r--r--assets/shaders/present.vert8
-rw-r--r--assets/shaders/vertex.vert22
4 files changed, 71 insertions, 15 deletions
diff --git a/assets/shaders/glyph.frag b/assets/shaders/glyph.frag
new file mode 100644
index 0000000..90186a3
--- /dev/null
+++ b/assets/shaders/glyph.frag
@@ -0,0 +1,24 @@
+# version 450
+
+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 = 0) out vec4 out_color;
+
+layout(binding = 1) uniform sampler2D mtsdfSampler;
+
+float median(float r, float g, float b) {
+ return max(min(r, g), min(max(r, g), b));
+}
+
+void main() {
+ vec2 atlas_coord = (in_uv - in_sprite_region.xy) / in_sprite_region.zw;
+ vec4 msd = texture(mtsdfSampler, atlas_coord);
+ 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);
+}
diff --git a/assets/shaders/glyph.vert b/assets/shaders/glyph.vert
new file mode 100644
index 0000000..52981c2
--- /dev/null
+++ b/assets/shaders/glyph.vert
@@ -0,0 +1,32 @@
+#version 450
+
+// vertex
+layout(location = 0) in vec2 in_position;
+layout(location = 1) in vec2 in_uv;
+
+// instance
+layout(location = 2) in vec4 in_fg_color;
+layout(location = 3) in vec4 in_bg_color;
+layout(location = 4) in vec4 in_sprite_region;
+layout(location = 5) 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;
+
+out gl_PerVertex
+{
+ vec4 gl_Position;
+};
+
+void main()
+{
+ gl_Position = vec4(in_position, 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_width = in_width;
+}
diff --git a/assets/shaders/present.vert b/assets/shaders/present.vert
index 5423fcf..a5d60d0 100644
--- a/assets/shaders/present.vert
+++ b/assets/shaders/present.vert
@@ -4,11 +4,11 @@ layout (location = 0) out vec2 outUV;
out gl_PerVertex
{
- vec4 gl_Position;
+ vec4 gl_Position;
};
void main()
{
- outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
- gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
-} \ No newline at end of file
+ outUV = vec2((gl_VertexIndex << 1) & 2, gl_VertexIndex & 2);
+ gl_Position = vec4(outUV * 2.0f - 1.0f, 0.0f, 1.0f);
+}
diff --git a/assets/shaders/vertex.vert b/assets/shaders/vertex.vert
index 57fa219..8b2c133 100644
--- a/assets/shaders/vertex.vert
+++ b/assets/shaders/vertex.vert
@@ -1,9 +1,9 @@
#version 450
layout(binding = 0) uniform UniformBufferObject {
- mat4 model;
- mat4 view;
- mat4 proj;
+ mat4 model;
+ mat4 view;
+ mat4 proj;
} ubo;
// vertex
@@ -20,12 +20,12 @@ layout(location = 0) out vec4 fragColor;
layout(location = 1) out vec3 fragTexCoord;
void main() {
- gl_Position =
- ubo.proj *
- ubo.view *
- ubo.model *
- instPosRotScale *
- vec4(inPosition, 1.0);
- fragColor = vec4(0.0, 0.0, 0.0, 0.0);
- fragTexCoord = vec3(inUV, 0);
+ gl_Position =
+ ubo.proj *
+ ubo.view *
+ ubo.model *
+ instPosRotScale *
+ vec4(inPosition, 1.0);
+ fragColor = vec4(0.0, 0.0, 0.0, 0.0);
+ fragTexCoord = vec3(inUV, 0);
}