# version 450 layout(location = 0) in vec4 in_fg_color; layout(location = 1) in vec4 in_bg_color; 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; layout(binding = 0) uniform sampler2D mtsdf_sampler; float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), 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); float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); out_color = mix(in_bg_color, in_fg_color, opacity); }