From 63ce7559ce34505eec576fcf43c7cb62a814f31a Mon Sep 17 00:00:00 2001 From: Jonathan Bradley Date: Tue, 8 Apr 2025 17:29:25 -0400 Subject: pke: add bounding region to glyphs for ui overdraw --- assets/shaders/glyph.frag | 11 +++++++++-- assets/shaders/glyph.vert | 14 +++++++++++--- 2 files changed, 20 insertions(+), 5 deletions(-) (limited to 'assets') 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; } -- cgit v1.2.3