Add slang shaders for distance field fonts sample

This commit is contained in:
Sascha Willems 2025-05-17 17:03:42 +02:00
parent ad5b22c5a2
commit 8ca1234962
2 changed files with 96 additions and 0 deletions

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
struct UBO
{
float4x4 projection;
float4x4 model;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColor;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
return samplerColor.Sample(input.UV).aaaa;
}

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/* Copyright (c) 2025, Sascha Willems
*
* SPDX-License-Identifier: MIT
*
*/
struct VSInput
{
float3 Pos;
float2 UV;
};
struct VSOutput
{
float4 Pos : SV_POSITION;
float2 UV;
};
struct UBO
{
float4x4 projection;
float4x4 model;
float4 outlineColor;
float outlineWidth;
float outline;
};
ConstantBuffer<UBO> ubo;
Sampler2D samplerColor;
[shader("vertex")]
VSOutput vertexMain(VSInput input)
{
VSOutput output;
output.UV = input.UV;
output.Pos = mul(ubo.projection, mul(ubo.model, float4(input.Pos.xyz, 1.0)));
return output;
}
[shader("fragment")]
float4 fragmentMain(VSOutput input)
{
float dist = samplerColor.Sample(input.UV).a;
float smoothWidth = fwidth(dist);
float alpha = smoothstep(0.5 - smoothWidth, 0.5 + smoothWidth, dist);
float3 rgb = alpha.xxx;
if (ubo.outline > 0.0)
{
float w = 1.0 - ubo.outlineWidth;
alpha = smoothstep(w - smoothWidth, w + smoothWidth, dist);
rgb += lerp(alpha.xxx, ubo.outlineColor.rgb, alpha);
}
return float4(rgb, alpha);
}