diff options
Diffstat (limited to 'src/quick/scenegraph/shaders_ng')
15 files changed, 184 insertions, 6 deletions
diff --git a/src/quick/scenegraph/shaders_ng/compile.bat b/src/quick/scenegraph/shaders_ng/compile.bat index 4e0bce6aff..dd256a751e 100755 --- a/src/quick/scenegraph/shaders_ng/compile.bat +++ b/src/quick/scenegraph/shaders_ng/compile.bat @@ -68,13 +68,19 @@ qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o styledtext.frag.qsb styledt qsb --glsl "150,120,100 es" -o styledtext_a.frag.qsb styledtext_a.frag qsb -b --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldtext.vert.qsb distancefieldtext.vert qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldtext.frag.qsb distancefieldtext.frag +qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldtext_fwidth.frag.qsb distancefieldtext_fwidth.frag qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldtext_a.frag.qsb distancefieldtext_a.frag +qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldtext_a_fwidth.frag.qsb distancefieldtext_a_fwidth.frag qsb -b --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldshiftedtext.vert.qsb distancefieldshiftedtext.vert qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldshiftedtext.frag.qsb distancefieldshiftedtext.frag +qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldshiftedtext_fwidth.frag.qsb distancefieldshiftedtext_fwidth.frag qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldshiftedtext_a.frag.qsb distancefieldshiftedtext_a.frag +qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldshiftedtext_a_fwidth.frag.qsb distancefieldshiftedtext_a_fwidth.frag qsb -b --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldoutlinetext.vert.qsb distancefieldoutlinetext.vert qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldoutlinetext.frag.qsb distancefieldoutlinetext.frag +qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldoutlinetext_fwidth.frag.qsb distancefieldoutlinetext_fwidth.frag qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldoutlinetext_a.frag.qsb distancefieldoutlinetext_a.frag +qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o distancefieldoutlinetext_a_fwidth.frag.qsb distancefieldoutlinetext_a_fwidth.frag qsb -b --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o hiqsubpixeldistancefieldtext.vert.qsb hiqsubpixeldistancefieldtext.vert qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o hiqsubpixeldistancefieldtext.frag.qsb hiqsubpixeldistancefieldtext.frag qsb --glsl "150,120,100 es" --hlsl 50 -c --msl 12 -o hiqsubpixeldistancefieldtext_a.frag.qsb hiqsubpixeldistancefieldtext_a.frag diff --git a/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext.frag b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext.frag index c8c1ac89dc..64bd21221e 100644 --- a/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext.frag +++ b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext.frag @@ -19,7 +19,8 @@ layout(std140, binding = 0) uniform buf { void main() { - float d = texture(_qt_texture, sampleCoord).r; - fragColor = mix(ubuf.styleColor, ubuf.color, smoothstep(ubuf.alphaMin, ubuf.alphaMax, d)) - * smoothstep(ubuf.outlineAlphaMax0, ubuf.outlineAlphaMax1, d); + float distance = texture(_qt_texture, sampleCoord).r; + float f = fwidth(distance); + fragColor = mix(ubuf.styleColor, ubuf.color, smoothstep(0.5 - f, 0.5 + f, distance)) + * smoothstep(ubuf.outlineAlphaMax0, ubuf.outlineAlphaMax1, distance); } diff --git a/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a.frag b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a.frag index 70fb80852d..68dc4a2867 100644 --- a/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a.frag +++ b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a.frag @@ -19,7 +19,8 @@ layout(std140, binding = 0) uniform buf { void main() { - float d = texture(_qt_texture, sampleCoord).a; - fragColor = mix(ubuf.styleColor, ubuf.color, smoothstep(ubuf.alphaMin, ubuf.alphaMax, d)) - * smoothstep(ubuf.outlineAlphaMax0, ubuf.outlineAlphaMax1, d); + float distance = texture(_qt_texture, sampleCoord).a; + float f = fwidth(distance); + fragColor = mix(ubuf.styleColor, ubuf.color, smoothstep(0.5 - f, 0.5 + f, distance)) + * smoothstep(ubuf.outlineAlphaMax0, ubuf.outlineAlphaMax1, distance); } diff --git a/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a_fwidth.frag b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a_fwidth.frag new file mode 100644 index 0000000000..478b217054 --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a_fwidth.frag @@ -0,0 +1,31 @@ +#version 440 + +layout(location = 0) in vec2 sampleCoord; +layout(location = 0) out vec4 fragColor; + +layout(binding = 1) uniform sampler2D _qt_texture; + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + vec2 textureScale; + vec4 color; + float alphaMin; + float alphaMax; + // up to this point it must match distancefieldtext + vec4 styleColor; + float outlineAlphaMax0; + float outlineAlphaMax1; +} ubuf; + +void main() +{ + float distance = texture(_qt_texture, sampleCoord).a; + float f = fwidth(distance); + + // The outlineLimit is based on font size, but scales with the transform, so + // we can calculate it from the outline span. + float outlineLimit = (ubuf.outlineAlphaMax1 - ubuf.outlineAlphaMax0) / 2.0 + ubuf.outlineAlphaMax0; + + fragColor = mix(ubuf.styleColor, ubuf.color, smoothstep(max(0.0, 0.5 - f), min(1.0, 0.5 + f), distance)) + * smoothstep(max(0.0, outlineLimit - f), min(outlineLimit + f, 0.5 - f), distance); +} diff --git a/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a_fwidth.frag.qsb b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a_fwidth.frag.qsb Binary files differnew file mode 100644 index 0000000000..66bd4837e2 --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_a_fwidth.frag.qsb diff --git a/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_fwidth.frag b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_fwidth.frag new file mode 100644 index 0000000000..363194e3a4 --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_fwidth.frag @@ -0,0 +1,31 @@ +#version 440 + +layout(location = 0) in vec2 sampleCoord; +layout(location = 0) out vec4 fragColor; + +layout(binding = 1) uniform sampler2D _qt_texture; + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + vec2 textureScale; + vec4 color; + float alphaMin; + float alphaMax; + // up to this point it must match distancefieldtext + vec4 styleColor; + float outlineAlphaMax0; + float outlineAlphaMax1; +} ubuf; + +void main() +{ + float distance = texture(_qt_texture, sampleCoord).r; + float f = fwidth(distance); + + // The outlineLimit is based on font size, but scales with the transform, so + // we can calculate it from the outline span. + float outlineLimit = (ubuf.outlineAlphaMax1 - ubuf.outlineAlphaMax0) / 2.0 + ubuf.outlineAlphaMax0; + + fragColor = mix(ubuf.styleColor, ubuf.color, smoothstep(max(0.0, 0.5 - f), min(1.0, 0.5 + f), distance)) + * smoothstep(max(0.0, outlineLimit - f), min(outlineLimit + f, 0.5 - f), distance); +} diff --git a/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_fwidth.frag.qsb b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_fwidth.frag.qsb Binary files differnew file mode 100644 index 0000000000..08bbf64cff --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/distancefieldoutlinetext_fwidth.frag.qsb diff --git a/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_a_fwidth.frag b/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_a_fwidth.frag new file mode 100644 index 0000000000..8f528fea1e --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_a_fwidth.frag @@ -0,0 +1,33 @@ +#version 440 + +layout(location = 0) in vec2 sampleCoord; +layout(location = 1) in vec2 shiftedSampleCoord; + +layout(location = 0) out vec4 fragColor; + +layout(binding = 1) uniform sampler2D _qt_texture; + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + vec2 textureScale; + vec4 color; + float alphaMin; + float alphaMax; + // up to this point it must match distancefieldtext + vec4 styleColor; + vec2 shift; +} ubuf; + +void main() +{ + float distance = texture(_qt_texture, sampleCoord).a; + float f = fwidth(distance); + float a = smoothstep(0.5 - f, 0.5 + f, distance); + + float shiftedDistance = texture(_qt_texture, shiftedSampleCoord).a; + float shiftedF = fwidth(shiftedDistance); + float shiftedA = smoothstep(0.5 - shiftedF, 0.5 + shiftedF, shiftedDistance); + + vec4 shifted = ubuf.styleColor * shiftedA; + fragColor = mix(shifted, ubuf.color, a); +} diff --git a/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_a_fwidth.frag.qsb b/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_a_fwidth.frag.qsb Binary files differnew file mode 100644 index 0000000000..f6cb5353c7 --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_a_fwidth.frag.qsb diff --git a/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_fwidth.frag b/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_fwidth.frag new file mode 100644 index 0000000000..a71cc1d9b0 --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_fwidth.frag @@ -0,0 +1,33 @@ +#version 440 + +layout(location = 0) in vec2 sampleCoord; +layout(location = 1) in vec2 shiftedSampleCoord; + +layout(location = 0) out vec4 fragColor; + +layout(binding = 1) uniform sampler2D _qt_texture; + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + vec2 textureScale; + vec4 color; + float alphaMin; + float alphaMax; + // up to this point it must match distancefieldtext + vec4 styleColor; + vec2 shift; +} ubuf; + +void main() +{ + float distance = texture(_qt_texture, sampleCoord).r; + float f = fwidth(distance); + float a = smoothstep(0.5 - f, 0.5 + f, distance); + + float shiftedDistance = texture(_qt_texture, shiftedSampleCoord).r; + float shiftedF = fwidth(shiftedDistance); + float shiftedA = smoothstep(0.5 - shiftedF, 0.5 + shiftedF, shiftedDistance); + + vec4 shifted = ubuf.styleColor * shiftedA; + fragColor = mix(shifted, ubuf.color, a); +} diff --git a/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_fwidth.frag.qsb b/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_fwidth.frag.qsb Binary files differnew file mode 100644 index 0000000000..7d9bba4fc4 --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/distancefieldshiftedtext_fwidth.frag.qsb diff --git a/src/quick/scenegraph/shaders_ng/distancefieldtext_a_fwidth.frag b/src/quick/scenegraph/shaders_ng/distancefieldtext_a_fwidth.frag new file mode 100644 index 0000000000..1aa1175b57 --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/distancefieldtext_a_fwidth.frag @@ -0,0 +1,21 @@ +#version 440 + +layout(location = 0) in vec2 sampleCoord; +layout(location = 0) out vec4 fragColor; + +layout(binding = 1) uniform sampler2D _qt_texture; + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + vec2 textureScale; + vec4 color; + float alphaMin; + float alphaMax; +} ubuf; + +void main() +{ + float distance = texture(_qt_texture, sampleCoord).a; + float f = fwidth(distance); + fragColor = ubuf.color * smoothstep(max(0.0, 0.5 - f), min(1.0, 0.5 + f), distance); +} diff --git a/src/quick/scenegraph/shaders_ng/distancefieldtext_a_fwidth.frag.qsb b/src/quick/scenegraph/shaders_ng/distancefieldtext_a_fwidth.frag.qsb Binary files differnew file mode 100644 index 0000000000..10b342788b --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/distancefieldtext_a_fwidth.frag.qsb diff --git a/src/quick/scenegraph/shaders_ng/distancefieldtext_fwidth.frag b/src/quick/scenegraph/shaders_ng/distancefieldtext_fwidth.frag new file mode 100644 index 0000000000..a698c19550 --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/distancefieldtext_fwidth.frag @@ -0,0 +1,21 @@ +#version 440 + +layout(location = 0) in vec2 sampleCoord; +layout(location = 0) out vec4 fragColor; + +layout(binding = 1) uniform sampler2D _qt_texture; + +layout(std140, binding = 0) uniform buf { + mat4 matrix; + vec2 textureScale; + vec4 color; + float alphaMin; + float alphaMax; +} ubuf; + +void main() +{ + float distance = texture(_qt_texture, sampleCoord).r; + float f = fwidth(distance); + fragColor = ubuf.color * smoothstep(max(0.0, 0.5 - f), min(1.0, 0.5 + f), distance); +} diff --git a/src/quick/scenegraph/shaders_ng/distancefieldtext_fwidth.frag.qsb b/src/quick/scenegraph/shaders_ng/distancefieldtext_fwidth.frag.qsb Binary files differnew file mode 100644 index 0000000000..405fe962ad --- /dev/null +++ b/src/quick/scenegraph/shaders_ng/distancefieldtext_fwidth.frag.qsb |