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authorJere Tuliniemi <jere.tuliniemi@qt.io>2019-05-20 13:12:37 +0300
committerJere Tuliniemi <jere.tuliniemi@qt.io>2019-05-20 14:12:47 +0300
commitd7bbf9d82e9f129877e6d304b527071155348c59 (patch)
tree361b362deb1752274112f63890d04c9ae8a0b6d0 /src/Runtime/res/effectlib/distancefieldtext_core.vert
parent52092eb06cb659f661d757ae6c2351e58ebbdc1b (diff)
Copy distance field shader changes to OpenGL runtime
Also fixes the OpenGL runtime to use alpha channel for the glyph texture when using ES2. Task-number: QT3DS-3343 Change-Id: Ia37c341802e504da21ebeaff6f3f1f5b50bd1bfe Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io> Reviewed-by: Miikka Heikkinen <miikka.heikkinen@qt.io> Reviewed-by: Antti Määttä <antti.maatta@qt.io>
Diffstat (limited to 'src/Runtime/res/effectlib/distancefieldtext_core.vert')
-rw-r--r--src/Runtime/res/effectlib/distancefieldtext_core.vert32
1 files changed, 2 insertions, 30 deletions
diff --git a/src/Runtime/res/effectlib/distancefieldtext_core.vert b/src/Runtime/res/effectlib/distancefieldtext_core.vert
index ce6a165c..2dc198f4 100644
--- a/src/Runtime/res/effectlib/distancefieldtext_core.vert
+++ b/src/Runtime/res/effectlib/distancefieldtext_core.vert
@@ -3,41 +3,13 @@ in vec2 tCoord;
out vec2 sampleCoord;
-out vec2 alphas;
-
uniform mat4 mvp;
uniform int textureWidth;
uniform int textureHeight;
uniform float fontScale;
-float thresholdFunc(float scale)
-{
- float base = 0.5;
- float baseDev = 0.065;
- float devScaleMin = 0.15;
- float devScaleMax = 0.3;
- return base - ((clamp(scale, devScaleMin, devScaleMax) - devScaleMin)
- / (devScaleMax - devScaleMin) * -baseDev + baseDev);
-}
-
-float spreadFunc(float scale)
-{
- return 0.06 / scale;
-}
-
-vec2 alphaRange(float scale)
-{
- float base = thresholdFunc(scale);
- float range = spreadFunc(scale);
- float alphaMin = max(0.0, base - range);
- float alphaMax = min(base + range, 1.0);
- return vec2(alphaMin, alphaMax);
-}
-
void main()
{
- float scale = fontScale * sqrt(abs(determinant(mvp)));
- alphas = alphaRange(scale);
- sampleCoord = tCoord * vec2(1.0 / float(textureWidth), 1.0 / float(textureHeight));
- gl_Position = mvp * vec4(vCoord, 1.0);
+ sampleCoord = tCoord * vec2(1.0 / float(textureWidth), 1.0 / float(textureHeight));
+ gl_Position = mvp * vec4(vCoord, 1.0);
}