144 lines
No EOL
4.6 KiB
Text
144 lines
No EOL
4.6 KiB
Text
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input View {
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mat4 mvp,
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mat4 proj,
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mat4 proj_inverse,
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mat4 view,
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mat4 world, //geometry.world atm
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float2 fov, //fov.x, fov.y
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float2 resolution,
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float4 target_region,
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float4 target_region_size
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}
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input Font {
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image2D pages[8]
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}
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input UI {
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float2 canvas_size,
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float textured,
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float pixelated,
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#0 image2D tex_mask,
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#1 image2D tex,
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#1 image2D tex_pixelated
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}
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input FUI {
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float2 canvas_size,
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#0 image2D tex_mask
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}
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stage vertex vert(
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input { View view, UI ui },
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vertex in {
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#0 float4 pos,
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#1 float4 color,
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#2 float2 uv,
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#3 float4 data,
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#4 float2 bounds
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},
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fragment out {
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float4 color,
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float2 uv,
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float2 mask_uv,
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float clip,
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float page
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})
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{
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out.uv = in.uv;
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out.color = in.color;
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out.clip = in.data.x;
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out.page = in.pos.w;
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//for fonts the text pos is text local and needs to be converted to canvas space.
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//we pass the bounds of the text item in via the vertices (I know) so we can calculate bounds-local space.
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//Then we convert that to canvas space, by * (bounds_w/canvas_w)
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//Then finally we add to the canvas local u/v from the data.z/w in
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float bounds_u = 0.0;
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float bounds_v = 0.0;
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if(in.bounds.x != 0.0) { bounds_u = (in.pos.x / in.bounds.x); }
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if(in.bounds.y != 0.0) { bounds_v = 1.0 - (in.pos.y / in.bounds.y); }
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//bounds_u/v is the 0...1 value for where this vert is in the text item itself
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//Note we flip the bounds_v because the text is in world space, bottom left origin, y+ up,
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//canvas space is top left, y+ down so it has to be reversed to be bounds local in canvas space
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float to_canvas_u = in.bounds.x / input.ui.canvas_size.x;
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float to_canvas_v = in.bounds.y / input.ui.canvas_size.y;
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//to_canvas_u is the text item width and height in 0...1 relative to the canvas
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//e.g if the text item width is 100 and the canvas is 200, the value is 0.5
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//then what we do is add in.data.y/z which is the text x/y position,
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//but relative to the canvas space. we add this to shift the x/y into place.
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bounds_u = (bounds_u * to_canvas_u) + in.data.y;
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bounds_v = (bounds_v * to_canvas_v) + in.data.z;
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out.mask_uv = float2(bounds_u, bounds_v);
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stage.pos = input.view.mvp * float4(in.pos.xyz, 1.0);
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}
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stage fragment frag(
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input { FUI ui, Font font },
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fragment in {
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float4 color,
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float2 uv,
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float2 mask_uv,
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float clip,
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float page
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})
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{
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//outside mask uvs?
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bool outside_mask = in.mask_uv.x < 0.0 ||
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in.mask_uv.x > 1.0 ||
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in.mask_uv.y < 0.0 ||
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in.mask_uv.y > 1.0;
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if(outside_mask) {
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discard;
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// stage.color[0] = float4(1,0.2,0.3,1);
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return;
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}
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float4 mask = texture(input.ui.tex_mask, in.mask_uv);
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//16 bit mask
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// float mask_clip = round(mask.r * 65535.0);
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//8 bit mask
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int lsb = int(round(mask.r * 255.0));
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int msb = int(round(mask.g * 255.0)) * 256; //<< 8;
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int mask_clip = lsb | msb;
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// int mask_clip = lsb + msb; //webgl1
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//outside our clipping bounds?
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int my_clip = int(in.clip);
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if(my_clip != 0 && mask_clip < my_clip) {
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discard;
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// stage.color[0] = float4(0,1,1,0.2);
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return;
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}
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int page = int(in.page);
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float4 msdf_sample = texture(input.font.pages[0], in.uv.xy);
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if(page == 1) { msdf_sample = texture(input.font.pages[1], in.uv.xy); }
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if(page == 2) { msdf_sample = texture(input.font.pages[2], in.uv.xy); }
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if(page == 3) { msdf_sample = texture(input.font.pages[3], in.uv.xy); }
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if(page == 4) { msdf_sample = texture(input.font.pages[4], in.uv.xy); }
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if(page == 5) { msdf_sample = texture(input.font.pages[5], in.uv.xy); }
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if(page == 6) { msdf_sample = texture(input.font.pages[6], in.uv.xy); }
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if(page == 7) { msdf_sample = texture(input.font.pages[7], in.uv.xy); }
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float r = msdf_sample.r;
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float g = msdf_sample.g;
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float b = msdf_sample.b;
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float median = max(min(r, g), min(max(r, g), b));
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float opacity = float(median > 0.5);
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stage.color[0] = float4(in.color.rgb, in.color.a * opacity * mask.a);
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} |