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https://github.com/Ed94/VEFontCache-Odin.git
synced 2025-08-06 06:52:44 -07:00
Updating shaders
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@@ -1,48 +1,51 @@
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@module blit_atlas
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@module ve_blit_atlas
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@header package ve_sokol
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@header package sectr
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@header import sg "thirdparty:sokol/gfx"
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@vs blit_atlas_vs
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@include ./source_shared.shdc.glsl
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@vs ve_blit_atlas_vs
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@include ./ve_source_shared.shdc.glsl
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@end
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@fs blit_atlas_fs
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@fs ve_blit_atlas_fs
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in vec2 uv;
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out vec4 frag_color;
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layout(binding = 0) uniform texture2D blit_atlas_src_texture;
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layout(binding = 0) uniform sampler blit_atlas_src_sampler;
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layout(binding = 0) uniform texture2D ve_blit_atlas_src_texture;
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layout(binding = 0) uniform sampler ve_blit_atlas_src_sampler;
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layout(binding = 0) uniform blit_atlas_fs_params {
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int region;
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layout(binding = 0) uniform ve_blit_atlas_fs_params {
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vec2 glyph_buffer_size;
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float over_sample;
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int region;
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};
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float down_sample( vec2 uv, vec2 texture_size )
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float down_sample_to_texture( vec2 uv, vec2 texture_size )
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{
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float down_sample_scale = 1.0f / 4.0f;
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float down_sample = 1.0f / over_sample;
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float value =
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texture(sampler2D( blit_atlas_src_texture, blit_atlas_src_sampler ), uv + vec2( 0.0f, 0.0f ) * texture_size ).x * down_sample_scale
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+ texture(sampler2D( blit_atlas_src_texture, blit_atlas_src_sampler ), uv + vec2( 0.0f, 1.0f ) * texture_size ).x * down_sample_scale
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+ texture(sampler2D( blit_atlas_src_texture, blit_atlas_src_sampler ), uv + vec2( 1.0f, 0.0f ) * texture_size ).x * down_sample_scale
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+ texture(sampler2D( blit_atlas_src_texture, blit_atlas_src_sampler ), uv + vec2( 1.0f, 1.0f ) * texture_size ).x * down_sample_scale;
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texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0f, 0.0f ) * texture_size ).x * down_sample
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+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 0.0f, 1.0f ) * texture_size ).x * down_sample
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+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0f, 0.0f ) * texture_size ).x * down_sample
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+ texture(sampler2D( ve_blit_atlas_src_texture, ve_blit_atlas_src_sampler ), uv + vec2( 1.0f, 1.0f ) * texture_size ).x * down_sample;
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return value;
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}
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void main()
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{
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// TODO(Ed): The original author made these consts, I want to instead expose as uniforms...
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const vec2 texture_size = 1.0f / vec2( 2048.0f, 512.0f ); // VEFontCache.Context.buffer_width/buffer_height
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if ( region == 0 || region == 1 || region == 2 )
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// const vec2 texture_size = 1.0f / vec2( 2048.0f, 512.0f );
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const vec2 texture_size = 1.0f / glyph_buffer_size;
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if ( region == 0 || region == 1 || region == 2 || region == 4 )
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{
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float down_sample_scale = 1.0f / 4.0f;
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float down_sample = 1.0f / over_sample;
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float alpha =
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down_sample( uv + vec2( -1.0f, -1.5f ) * texture_size, texture_size ) * down_sample_scale
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+ down_sample( uv + vec2( 0.5f, -1.5f ) * texture_size, texture_size ) * down_sample_scale
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+ down_sample( uv + vec2( -1.5f, 0.5f ) * texture_size, texture_size ) * down_sample_scale
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+ down_sample( uv + vec2( 0.5f, 0.5f ) * texture_size, texture_size ) * down_sample_scale;
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down_sample_to_texture( uv + vec2( -1.0f, -1.5f ) * texture_size, texture_size ) * down_sample
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+ down_sample_to_texture( uv + vec2( 0.5f, -1.5f ) * texture_size, texture_size ) * down_sample
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+ down_sample_to_texture( uv + vec2( -1.5f, 0.5f ) * texture_size, texture_size ) * down_sample
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+ down_sample_to_texture( uv + vec2( 0.5f, 0.5f ) * texture_size, texture_size ) * down_sample;
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frag_color = vec4( 1.0f, 1.0f, 1.0f, alpha );
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}
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else
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@@ -52,4 +55,4 @@ void main()
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}
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@end
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@program blit_atlas blit_atlas_vs blit_atlas_fs
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@program ve_blit_atlas ve_blit_atlas_vs ve_blit_atlas_fs
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@@ -1,51 +1,48 @@
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@module draw_text
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@module ve_draw_text
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@header package ve_sokol
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@header package sectr
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@header import sg "thirdparty:sokol/gfx"
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@vs draw_text_vs
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@vs ve_draw_text_vs
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in vec2 v_position;
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in vec2 v_texture;
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out vec2 uv;
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void main()
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{
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#if SOKOL_GLSL
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uv = vec2( v_texture.x, v_texture.y );
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#else
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uv = vec2( v_texture.x, 1.0 - v_texture.y );
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#endif
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uv = vec2( v_texture.x, 1 - v_texture.y );
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gl_Position = vec4( v_position * 2.0f - 1.0f, 0.0f, 1.0f );
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}
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@end
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@fs draw_text_fs
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@fs ve_draw_text_fs
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in vec2 uv;
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out vec4 frag_color;
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layout(binding = 0) uniform texture2D draw_text_src_texture;
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layout(binding = 0) uniform sampler draw_text_src_sampler;
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layout(binding = 0) uniform texture2D ve_draw_text_src_texture;
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layout(binding = 0) uniform sampler ve_draw_text_src_sampler;
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layout(binding = 0) uniform draw_text_fs_params {
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int down_sample;
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vec4 colour;
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layout(binding = 0) uniform ve_draw_text_fs_params {
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vec2 glyph_buffer_size;
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float over_sample;
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vec4 colour;
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};
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void main()
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{
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float alpha = texture(sampler2D( draw_text_src_texture, draw_text_src_sampler ), uv ).x;
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if ( down_sample == 1 )
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{
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// TODO(Ed): The original author made these consts, I want to instead expose as uniforms...
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const vec2 texture_size = 1.0f / vec2( 2048.0f, 512.0f ); // VEFontCache.Context.buffer_width/buffer_height
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alpha =
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(texture(sampler2D( draw_text_src_texture, draw_text_src_sampler), uv + vec2( -0.5f, -0.5f) * texture_size ).x * 0.25f)
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+ (texture(sampler2D( draw_text_src_texture, draw_text_src_sampler), uv + vec2( -0.5f, 0.5f) * texture_size ).x * 0.25f)
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+ (texture(sampler2D( draw_text_src_texture, draw_text_src_sampler), uv + vec2( 0.5f, -0.5f) * texture_size ).x * 0.25f)
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+ (texture(sampler2D( draw_text_src_texture, draw_text_src_sampler), uv + vec2( 0.5f, 0.5f) * texture_size ).x * 0.25f);
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}
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float alpha = texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler ), uv ).x;
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// const vec2 texture_size = 1.0f / vec2( 2048.0f, 512.0f );
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const vec2 texture_size = glyph_buffer_size;
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const float down_sample = 1.0f / over_sample;
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alpha =
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(texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, -0.5f) * texture_size ).x * down_sample)
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+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, 0.5f) * texture_size ).x * down_sample)
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+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, -0.5f) * texture_size ).x * down_sample)
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+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, 0.5f) * texture_size ).x * down_sample);
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frag_color = vec4( colour.xyz, colour.a * alpha );
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}
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@end
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@program draw_text draw_text_vs draw_text_fs
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@program ve_draw_text ve_draw_text_vs ve_draw_text_fs
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