Files
glitchy-engine-beef/GlitchyEditor/resources/Shaders/msdfShader.hlsl
T
2024-03-14 22:17:57 +01:00

97 lines
2.4 KiB
HLSL

Texture2D<float3> Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants
{
float4x4 ViewProjection;
float2 UnitRange;
float screenPixelRange = 2;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Tranform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float4 Color : COLOR;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Tranform, float4(input.Position, 0.0f, 1.0f)));
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
return output;
}
/*
in vec2 texCoord;
out vec4 color;
uniform sampler2D msdf;
uniform vec4 bgColor;
uniform vec4 fgColor;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
void main() {
vec3 msd = texture(msdf, texCoord).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPxRange()*(sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
color = mix(bgColor, fgColor, opacity);
}
*/
float median(float r, float g, float b)
{
return max(min(r, g), min(max(r, g), b));
}
float ScreenPxRange(float2 texcoord)
{
float2 screenTexSize = 1.0f / fwidth(texcoord);
return max(0.5f * dot(UnitRange, screenTexSize), 1.0f);
}
float4 PS(PS_Input input) : SV_Target0
{
float3 msd = Texture.Sample(Sampler, input.TexCoord);
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = ScreenPxRange(input.TexCoord) * (sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
clip(opacity - 0.001f);
//return float4(input.Color.rgb, opacity * input.Color.a) * 0.0001f + float4(opacity.xxxx);
return input.Color * opacity; // TODO: This is not quite right // float4(input.Color.rgb, input.Color.a * opacity);
//return float4(input.Color.rgb, opacity * input.Color.a) * 0.0001f + float4(msd, 1.0f);
}
/*
// 2D
float4 PS(PS_Input input) : SV_Target0
{
float3 msd = Texture.Sample(Sampler, input.TexCoord).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPixelRange*(sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
return float4(input.Color.rgb, opacity * input.Color.a);
}
*/
#pragma Effect[VS=VS; PS=PS]