Urho3D/bin/CoreData/Shaders/HLSL/Text.hlsl

113 lines
3.1 KiB
HLSL

#include "Uniforms.hlsl"
#include "Samplers.hlsl"
#include "Transform.hlsl"
#ifndef D3D11
// D3D9 uniforms
uniform float2 cShadowOffset;
uniform float4 cShadowColor;
uniform float4 cStrokeColor;
#else
#ifdef COMPILEPS
// D3D11 constant buffers
cbuffer CustomPS : register(b6)
{
float2 cShadowOffset;
float4 cShadowColor;
float4 cStrokeColor;
}
#endif
#endif
void VS(float4 iPos : POSITION,
float2 iTexCoord : TEXCOORD0,
out float2 oTexCoord : TEXCOORD0,
float4 iColor : COLOR0,
out float4 oColor : COLOR0,
out float4 oPos : OUTPOSITION)
{
float4x3 modelMatrix = iModelMatrix;
float3 worldPos = GetWorldPos(modelMatrix);
oPos = GetClipPos(worldPos);
oColor = iColor;
oTexCoord = iTexCoord;
}
// See notes in GLSL shader
#if defined(COMPILEPS) && defined(SIGNED_DISTANCE_FIELD)
float GetAlpha(float distance, float width)
{
return smoothstep(0.5 - width, 0.5 + width, distance);
}
// Comment this define to turn off supersampling
#define SUPERSAMPLING
#endif
void PS(float2 iTexCoord : TEXCOORD0,
float4 iColor : COLOR0,
out float4 oColor : OUTCOLOR0)
{
#ifdef SIGNED_DISTANCE_FIELD
oColor.rgb = iColor.rgb;
float distance = Sample2D(DiffMap, iTexCoord).a;
#ifdef TEXT_EFFECT_STROKE
#ifdef SUPERSAMPLING
float outlineFactor = smoothstep(0.5, 0.525, distance); // Border of glyph
oColor.rgb = lerp(cStrokeColor.rgb, iColor.rgb, outlineFactor);
#else
if (distance < 0.525)
oColor.rgb = cStrokeColor.rgb;
#endif
#endif
#ifdef TEXT_EFFECT_SHADOW
if (Sample2D(DiffMap, iTexCoord - cShadowOffset).a > 0.5 && distance <= 0.5)
oColor = cShadowColor;
#ifndef SUPERSAMPLING
else if (distance <= 0.5)
oColor.a = 0.0;
#endif
else
#endif
{
float width = fwidth(distance);
float alpha = GetAlpha(distance, width);
#ifdef SUPERSAMPLING
float2 deltaUV = 0.354 * fwidth(iTexCoord); // (1.0 / sqrt(2.0)) / 2.0 = 0.354
float4 square = float4(iTexCoord - deltaUV, iTexCoord + deltaUV);
float distance2 = Sample2D(DiffMap, square.xy).a;
float distance3 = Sample2D(DiffMap, square.zw).a;
float distance4 = Sample2D(DiffMap, square.xw).a;
float distance5 = Sample2D(DiffMap, square.zy).a;
alpha += GetAlpha(distance2, width)
+ GetAlpha(distance3, width)
+ GetAlpha(distance4, width)
+ GetAlpha(distance5, width);
// For calculating of average correct would be dividing by 5.
// But when text is blurred, its brightness is lost. Therefore divide by 4.
alpha = alpha * 0.25;
#endif
oColor.a = alpha;
}
#else
#ifdef ALPHAMAP
oColor.rgb = iColor.rgb;
oColor.a = iColor.a * Sample2D(DiffMap, iTexCoord).a;
#else
oColor = iColor* Sample2D(DiffMap, iTexCoord);
#endif
#endif
}