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-rw-r--r--src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert44
1 files changed, 44 insertions, 0 deletions
diff --git a/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert b/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert
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index 0000000000..9c7281c31c
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+++ b/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert
@@ -0,0 +1,44 @@
+#version 440
+
+layout(location = 0) in vec4 vCoord;
+layout(location = 1) in vec2 tCoord;
+
+layout(location = 0) out vec2 sampleCoord;
+layout(location = 1) out vec3 sampleFarLeft;
+layout(location = 2) out vec3 sampleNearLeft;
+layout(location = 3) out vec3 sampleNearRight;
+layout(location = 4) out vec3 sampleFarRight;
+
+layout(std140, binding = 0) uniform buf {
+ mat4 matrix;
+ vec2 textureScale;
+ vec4 color;
+ float alphaMin;
+ float alphaMax;
+ // up to this point it must match distancefieldtext
+ float fontScale;
+ vec4 vecDelta;
+} ubuf;
+
+out gl_PerVertex { vec4 gl_Position; };
+
+void main()
+{
+ sampleCoord = tCoord * ubuf.textureScale;
+ gl_Position = ubuf.matrix * vCoord;
+
+ // Calculate neighbor pixel position in item space.
+ vec3 wDelta = gl_Position.w * ubuf.vecDelta.xyw;
+ vec3 farLeft = vCoord.xyw - 0.667 * wDelta;
+ vec3 nearLeft = vCoord.xyw - 0.333 * wDelta;
+ vec3 nearRight = vCoord.xyw + 0.333 * wDelta;
+ vec3 farRight = vCoord.xyw + 0.667 * wDelta;
+
+ // Calculate neighbor texture coordinate.
+ vec2 scale = ubuf.textureScale / ubuf.fontScale;
+ vec2 base = sampleCoord - scale * vCoord.xy;
+ sampleFarLeft = vec3(base * farLeft.z + scale * farLeft.xy, farLeft.z);
+ sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z);
+ sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z);
+ sampleFarRight = vec3(base * farRight.z + scale * farRight.xy, farRight.z);
+}