procedural-3d-engine/data/hlsl/distancefieldfonts/sdf.frag
Ben Clayton cce75f1859 Add shaders re-implemented in HLSL
These were written against the shaders at revision eddd724e7.
There have been changes made since then, which will need to be mirrored.

See `data/hlsl/README.md` for the current status of each sample.
2020-05-21 12:58:13 +01:00

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GLSL

// Copyright 2020 Google LLC
Texture2D textureColor : register(t1);
SamplerState samplerColor : register(s1);
struct UBO
{
float4 outlineColor;
float outlineWidth;
float outline;
};
cbuffer ubo : register(b2) { UBO ubo; }
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
float dist = textureColor.Sample(samplerColor, inUV).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);
}