113 lines
3.1 KiB
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
|
|
}
|