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https://github.com/aharabada/glitchy-engine-beef.git
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Basic Harfbuzz support and use MSDGen with Skia
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@@ -35,11 +35,34 @@ PS_Input VS(VS_Input input)
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return output;
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}
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/*
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in vec2 texCoord;
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out vec4 color;
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uniform sampler2D msdf;
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uniform vec4 bgColor;
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uniform vec4 fgColor;
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float median(float r, float g, float b) {
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return max(min(r, g), min(max(r, g), b));
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}
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float ScreenPxRange(float2 texcoord) {
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void main() {
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vec3 msd = texture(msdf, texCoord).rgb;
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float sd = median(msd.r, msd.g, msd.b);
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float screenPxDistance = screenPxRange()*(sd - 0.5);
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float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
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color = mix(bgColor, fgColor, opacity);
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}
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*/
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float median(float r, float g, float b)
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{
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return max(min(r, g), min(max(r, g), b));
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}
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float ScreenPxRange(float2 texcoord)
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{
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float2 screenTexSize = 1.0f / fwidth(texcoord);
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return max(0.5f * dot(UnitRange, screenTexSize), 1.0f);
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}
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@@ -54,4 +77,17 @@ float4 PS(PS_Input input) : SV_Target0
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return float4(input.Color.rgb, opacity * input.Color.a);
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}
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/*
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// 2D
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float4 PS(PS_Input input) : SV_Target0
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{
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float3 msd = Texture.Sample(Sampler, input.TexCoord).rgb;
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float sd = median(msd.r, msd.g, msd.b);
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float screenPxDistance = screenPixelRange*(sd - 0.5);
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float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
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return float4(input.Color.rgb, opacity * input.Color.a);
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}
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*/
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#effect[VS=VS, PS=PS]
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