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# 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);
}
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