diff options
Diffstat (limited to 'src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert')
-rw-r--r-- | src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert | 20 |
1 files changed, 13 insertions, 7 deletions
diff --git a/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert b/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert index 9c7281c31c..922074791b 100644 --- a/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert +++ b/src/quick/scenegraph/shaders_ng/hiqsubpixeldistancefieldtext.vert @@ -10,7 +10,11 @@ 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; @@ -18,24 +22,26 @@ layout(std140, binding = 0) uniform buf { // 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; + 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 * ubuf.vecDelta.xyw; + 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 = ubuf.textureScale / ubuf.fontScale; + 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); |