Files
glitchy-engine-beef/Sandbox/content/Shaders/msdfShader.hlsl
T
2021-09-18 18:39:34 +02:00

54 lines
1.2 KiB
HLSL

Texture2D<float3> Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants
{
float screenPixelRange = 2;
}
struct VS_Input
{
float2 Position : POSITION;
float4x4 Tranform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD;
};
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(float4(input.Position, 0.0f, 1.0f), input.Tranform);
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Position;
output.Color = input.Color;
return output;
}
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
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 = screenPixelRange * (sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
//color = mix(bgColor, fgColor, opacity);
//float4 color = lerp(float4(0, 0, 0, 0), input.Color, opacity);
//return color;
return float4(input.Color.rgb, opacity * input.Color.a);
}
#effect[VS=VS, PS=PS]