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-rw-r--r--src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert50
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diff --git a/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert b/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert
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index 0000000000..922074791b
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+++ b/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert
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+#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 {
+#if QSHADER_VIEW_COUNT >= 2
+ mat4 matrix[QSHADER_VIEW_COUNT];
+#else
+ mat4 matrix;
+#endif
+ vec2 textureScale;
+ vec4 color;
+ float alphaMin;
+ float alphaMax;
+ // up to this point it must match distancefieldtext
+ float fontScale;
+ vec4 vecDelta;
+};
+
+void main()
+{
+ sampleCoord = tCoord * textureScale;
+#if QSHADER_VIEW_COUNT >= 2
+ gl_Position = matrix[gl_ViewIndex] * vCoord;
+#else
+ gl_Position = matrix * vCoord;
+#endif
+
+ // Calculate neighbor pixel position in item space.
+ vec3 wDelta = gl_Position.w * 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 = textureScale / 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);
+}