Urho3D/bin/CoreData/Shaders/GLSL/Text.glsl

126 lines
3.7 KiB
GLSL

// https://www.khronos.org/registry/OpenGL/extensions/OES/OES_standard_derivatives.txt
#extension GL_OES_standard_derivatives : enable
#include "Uniforms.glsl"
#include "Samplers.glsl"
#include "Transform.glsl"
varying vec2 vTexCoord;
varying vec4 vColor;
#ifdef TEXT_EFFECT_SHADOW
uniform vec2 cShadowOffset;
uniform vec4 cShadowColor;
#endif
#ifdef TEXT_EFFECT_STROKE
uniform vec4 cStrokeColor;
#endif
void VS()
{
mat4 modelMatrix = iModelMatrix;
vec3 worldPos = GetWorldPos(modelMatrix);
gl_Position = GetClipPos(worldPos);
vTexCoord = iTexCoord;
vColor = iColor;
}
/*
1) Simplest SDF shader:
float distance = texture2D(sDiffMap, vTexCoord).a;
if (distance >= 0.5)
gl_FragColor.a = vColor.a; // This is glyph
else
gl_FragColor.a = 0.0; // Outside glyph
2) Glyph with antialiazed border:
float distance = texture2D(sDiffMap, vTexCoord).a;
gl_FragColor.a = vColor.a * smoothstep(0.495, 0.505, distance);
3) Quality improvement for far and small text:
float distance = texture2D(sDiffMap, vTexCoord).a;
// How much "distance" is changed for neighboring pixels.
// If text is far then width is big. Far text will be blurred.
float width = fwidth(distance);
gl_FragColor.a = vColor.a * smoothstep(0.5 - width, 0.5 + width, distance);
*/
#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()
{
#ifdef SIGNED_DISTANCE_FIELD
gl_FragColor.rgb = vColor.rgb;
float distance = texture2D(sDiffMap, vTexCoord).a;
#ifdef TEXT_EFFECT_STROKE
#ifdef SUPERSAMPLING
float outlineFactor = smoothstep(0.5, 0.525, distance); // Border of glyph
gl_FragColor.rgb = mix(cStrokeColor.rgb, vColor.rgb, outlineFactor);
#else
if (distance < 0.525)
gl_FragColor.rgb = cStrokeColor.rgb;
#endif
#endif
#ifdef TEXT_EFFECT_SHADOW
if (texture2D(sDiffMap, vTexCoord - cShadowOffset).a > 0.5 && distance <= 0.5)
gl_FragColor = cShadowColor;
#ifndef SUPERSAMPLING
else if (distance <= 0.5)
gl_FragColor.a = 0.0;
#endif
else
#endif
{
float width = fwidth(distance);
float alpha = GetAlpha(distance, width);
#ifdef SUPERSAMPLING
vec2 deltaUV = 0.354 * fwidth(vTexCoord); // (1.0 / sqrt(2.0)) / 2.0 = 0.354
vec4 square = vec4(vTexCoord - deltaUV, vTexCoord + deltaUV);
float distance2 = texture2D(sDiffMap, square.xy).a;
float distance3 = texture2D(sDiffMap, square.zw).a;
float distance4 = texture2D(sDiffMap, square.xw).a;
float distance5 = texture2D(sDiffMap, 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
gl_FragColor.a = alpha;
}
#else
#ifdef ALPHAMAP
gl_FragColor.rgb = vColor.rgb;
#ifdef GL3
gl_FragColor.a = vColor.a * texture2D(sDiffMap, vTexCoord).r;
#else
gl_FragColor.a = vColor.a * texture2D(sDiffMap, vTexCoord).a;
#endif
#else
gl_FragColor = vColor * texture2D(sDiffMap, vTexCoord);
#endif
#endif
}