engine/bin/data/shaders/gui/text.frag.glsl
2021-05-19 00:00:00 -05:00

68 lines
1.7 KiB
GLSL

#version 450
#pragma shader_stage(fragment)
#define TEXTURES 1
#define CUBEMAPS 1
#define DEFERRED_SAMPLING 0
#include "../common/macros.h"
#include "../common/structs.h"
#include "../common/functions.h"
layout (binding = 1) uniform sampler2D samplerTexture;
struct Gui {
vec4 offset;
vec4 color;
int mode;
float depth;
int sdf;
int shadowbox;
vec4 stroke;
float weight;
int spread;
float scale;
float padding;
};
layout (location = 0) in vec2 inUv;
layout (location = 1) in flat Gui inGui;
layout (location = 0) out uvec2 outId;
layout (location = 1) out vec2 outNormals;
#if DEFERRED_SAMPLING
layout (location = 2) out vec2 outUvs;
#else
layout (location = 2) out vec4 outAlbedo;
#endif
void main() {
if ( inUv.x < inGui.offset.x ) discard;
if ( inUv.y < inGui.offset.y ) discard;
if ( inUv.x > inGui.offset.z ) discard;
if ( inUv.y > inGui.offset.w ) discard;
#if DEFERRED_SAMPLING
vec4 outAlbedo = vec4(0,0,0,0);
#endif
if ( inGui.shadowbox == 1 ) {
outAlbedo = inGui.color;
return;
}
float dist = texture(samplerTexture, inUv).r;
if ( inGui.sdf == 1 ) {
float smoothing = ( inGui.spread > 0 && inGui.scale > 0 ) ? 0.25 / (inGui.spread * inGui.scale) : 0.25 / (4 * 1.5);
float outlining = smoothstep(0.5 - smoothing, 0.5 + smoothing, dist);
float alpha = smoothstep(inGui.weight - smoothing, inGui.weight + smoothing, dist);
vec4 c = inGui.color;
outAlbedo = mix(inGui.stroke, c, outlining);
outAlbedo.a = inGui.color.a * alpha;
if ( alpha < 0.001 ) discard;
if ( alpha > 1 ) discard;
} else {
outAlbedo = vec4(inGui.color) * dist;
if ( dist < 0.001 ) discard;
if ( dist > 1 ) discard;
}
}