diff options
Diffstat (limited to 'src/quick/scenegraph/adaptations/d3d12/shaders/textmask.hlsl')
-rw-r--r-- | src/quick/scenegraph/adaptations/d3d12/shaders/textmask.hlsl | 61 |
1 files changed, 59 insertions, 2 deletions
diff --git a/src/quick/scenegraph/adaptations/d3d12/shaders/textmask.hlsl b/src/quick/scenegraph/adaptations/d3d12/shaders/textmask.hlsl index e6df7569ca..f9d92e8ee9 100644 --- a/src/quick/scenegraph/adaptations/d3d12/shaders/textmask.hlsl +++ b/src/quick/scenegraph/adaptations/d3d12/shaders/textmask.hlsl @@ -10,7 +10,9 @@ cbuffer ConstantBuffer : register(b0) float2 textureScale; float dpr; float color; // for TextMask24 and 32 - float4 colorVec; // for TextMask8 + float4 colorVec; // for TextMask8 and Styled and Outlined + float2 shift; // for Styled + float4 styleColor; // for Styled and Outlined }; struct PSInput @@ -43,5 +45,60 @@ float4 PS_TextMask32(PSInput input) : SV_TARGET float4 PS_TextMask8(PSInput input) : SV_TARGET { - return colorVec * tex.Sample(samp, input.coord).a; + return colorVec * tex.Sample(samp, input.coord).r; +} + +struct StyledPSInput +{ + float4 position : SV_POSITION; + float2 coord : TEXCOORD0; + float2 shiftedCoord : TEXCOORD1; +}; + +StyledPSInput VS_StyledText(VSInput input) +{ + StyledPSInput result; + result.position = mul(mvp, floor(input.position * dpr + 0.5) / dpr); + result.coord = input.coord * textureScale; + result.shiftedCoord = (input.coord - shift) * textureScale; + return result; +} + +float4 PS_StyledText(StyledPSInput input) : SV_TARGET +{ + float glyph = tex.Sample(samp, input.coord).r; + float style = clamp(tex.Sample(samp, input.shiftedCoord).r - glyph, 0.0, 1.0); + return style * styleColor + glyph * colorVec; +} + +struct OutlinedPSInput +{ + float4 position : SV_POSITION; + float2 coord : TEXCOORD0; + float2 coordUp : TEXCOORD1; + float2 coordDown : TEXCOORD2; + float2 coordLeft : TEXCOORD3; + float2 coordRight : TEXCOORD4; +}; + +OutlinedPSInput VS_OutlinedText(VSInput input) +{ + OutlinedPSInput result; + result.position = mul(mvp, floor(input.position * dpr + 0.5) / dpr); + result.coord = input.coord * textureScale; + result.coordUp = (input.coord - float2(0.0, -1.0)) * textureScale; + result.coordDown = (input.coord - float2(0.0, 1.0)) * textureScale; + result.coordLeft = (input.coord - float2(-1.0, 0.0)) * textureScale; + result.coordRight = (input.coord - float2(1.0, 0.0)) * textureScale; + return result; +} + +float4 PS_OutlinedText(OutlinedPSInput input) : SV_TARGET +{ + float glyph = tex.Sample(samp, input.coord).r; + float outline = clamp(clamp(tex.Sample(samp, input.coordUp).r + + tex.Sample(samp, input.coordDown).r + + tex.Sample(samp, input.coordLeft).r + + tex.Sample(samp, input.coordRight).r, 0.0, 1.0) - glyph, 0.0, 1.0); + return outline * styleColor + glyph * colorVec; } |