diff options
Diffstat (limited to 'src/extras/shaders/gl3/distancefieldtext.frag')
-rw-r--r-- | src/extras/shaders/gl3/distancefieldtext.frag | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/src/extras/shaders/gl3/distancefieldtext.frag b/src/extras/shaders/gl3/distancefieldtext.frag new file mode 100644 index 000000000..4f0c9cac0 --- /dev/null +++ b/src/extras/shaders/gl3/distancefieldtext.frag @@ -0,0 +1,38 @@ +#version 150 core + +uniform sampler2D distanceFieldTexture; +uniform float minAlpha; +uniform float maxAlpha; +uniform float textureSize; +uniform vec4 color; + +in vec3 position; +in vec2 texCoord; + +out vec4 fragColor; + +void main() +{ + // determine the scale of the glyph texture within pixel-space coordinates + // (that is, how many pixels are drawn for each texel) + vec2 texelDeltaX = abs(dFdx(texCoord)); + vec2 texelDeltaY = abs(dFdy(texCoord)); + float avgTexelDelta = textureSize * 0.5 * (texelDeltaX.x + texelDeltaX.y + texelDeltaY.x + texelDeltaY.y); + float texScale = 1.0 / avgTexelDelta; + + // scaled to interval [0.0, 0.15] + float devScaleMin = 0.00; + float devScaleMax = 0.15; + float scaled = (clamp(texScale, devScaleMin, devScaleMax) - devScaleMin) / (devScaleMax - devScaleMin); + + // thickness of glyphs should increase a lot for very small glyphs to make them readable + float base = 0.5; + float threshold = base * scaled; + float range = 0.06 / texScale; + + float minAlpha = threshold - range; + float maxAlpha = threshold + range; + + float distVal = texture(distanceFieldTexture, texCoord).r; + fragColor = color * smoothstep(minAlpha, maxAlpha, distVal); +} |