procedural-3d-engine/shaders/glsl/distancefieldfonts/sdf.frag

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2016-02-16 15:07:25 +01:00
#version 450
layout (binding = 1) uniform sampler2D samplerColor;
layout (binding = 0) uniform UBO
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{
mat4 projection;
mat4 model;
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vec4 outlineColor;
float outlineWidth;
float outline;
} ubo;
layout (location = 0) in vec2 inUV;
layout (location = 0) out vec4 outFragColor;
void main()
{
float distance = texture(samplerColor, inUV).a;
float smoothWidth = fwidth(distance);
float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, distance);
vec3 rgb = vec3(alpha);
if (ubo.outline > 0.0)
{
float w = 1.0 - ubo.outlineWidth;
alpha = smoothstep(w - smoothWidth, w + smoothWidth, distance);
rgb += mix(vec3(alpha), ubo.outlineColor.rgb, alpha);
}
outFragColor = vec4(rgb, alpha);
}