130 lines
4.7 KiB
GLSL
130 lines
4.7 KiB
GLSL
#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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// Input :
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uniform sampler2D EW_texID;
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uniform float EW_SoftEdgeMin;
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uniform float EW_SoftEdgeMax;
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uniform int EW_SoftEdge;
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uniform int EW_texHeight;
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uniform int EW_texWidth;
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varying vec2 f_texcoord;
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varying vec4 f_color;
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varying float f_onestepu;
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varying float f_onestepv;
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const float glyph_center = 0.50;
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const float outline_center = 0.55;
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const float glow_center = 1.25;
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vec3 glyph_color = vec3(1.0,1.0,1.0);
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vec3 outline_color = vec3(0.0,0.0,0.0);
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vec3 glow_color = vec3(0.0,1.0,0.0);
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void main(void) {
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// Scale texcoords to range ([0,texw], [0,texh])
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vec2 uv = f_texcoord * vec2(EW_texWidth, EW_texHeight);
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// Compute texel-local (u,v) coordinates for the four closest texels
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vec2 uv00 = floor(uv - vec2(0.5)); // Lower left corner of lower left texel
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vec2 uvthis = floor(uv); // Lower left corner of texel containing (u,v)
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vec2 uvlerp = uv - uv00 - vec2(0.5); // Texel-local lerp blends [0,1]
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// Perform explicit texture interpolation of D coefficient.
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// This works around the currently very bad texture interpolation
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// precision in ATI hardware.
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// Center st00 on lower left texel and rescale to [0,1] for texture lookup
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vec2 st00 = (uv00 + vec2(0.5)) * vec2(f_onestepu, f_onestepv);
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// Compute g_u, g_v, D coefficients from four closest 8-bit RGBA texels
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vec4 rawtex00 = texture2D(EW_texID, st00);
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vec4 rawtex10 = texture2D(EW_texID, st00 + vec2(0.5*f_onestepu, 0.0));
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vec4 rawtex01 = texture2D(EW_texID, st00 + vec2(0.0, 0.5*f_onestepv));
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vec4 rawtex11 = texture2D(EW_texID, st00 + vec2(0.5*f_onestepu, 0.5*f_onestepv));
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// Restore the value for D from its 8-bit encoding
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vec2 D00_10 = 16.0*(vec2(rawtex00.r, rawtex10.r)-0.50196);
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vec2 D01_11 = 16.0*(vec2(rawtex01.r, rawtex11.r)-0.50196);
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// Interpolate D between four closest texels
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vec2 uvlocal = fract(uv)-0.5; // Texel-local uv coordinates [-0.5,0.5]
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// Interpolate along v
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vec2 D0_1 = mix(D00_10, D01_11, uvlerp.y);
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// Interpolate along u
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float D = mix(D0_1.x, D0_1.y, uvlerp.x);
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// Perform anisotropic analytic antialiasing (fwidth() is slightly wrong)
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float aastep = length(vec2(dFdx(D), dFdy(D)));
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// 'pattern' is 1 where D>0, 0 where D<0, with proper AA around D=0.
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float pattern = smoothstep(-aastep, aastep, D);
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// Final fragment color
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gl_FragColor = vec4(f_color[0], f_color[1], f_color[2], f_color[3]*pattern);
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}
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#if 0
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// Distance map contour texturing, Stefan Gustavson 2009
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// A re-implementation of Green's method, with an
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// 8-bit distance map but explicit texel interpolation.
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// This code is in the public domain.
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uniform sampler2D disttexture, reftexture;
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uniform float texw, texh;
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varying float onestepu, onestepv;
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varying vec2 st;
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void main( void )
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{
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// Scale texcoords to range ([0,texw], [0,texh])
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vec2 uv = st * vec2(texw, texh);
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// Compute texel-local (u,v) coordinates for the four closest texels
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vec2 uv00 = floor(uv - vec2(0.5)); // Lower left corner of lower left texel
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vec2 uvthis = floor(uv); // Lower left corner of texel containing (u,v)
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vec2 uvlerp = uv - uv00 - vec2(0.5); // Texel-local lerp blends [0,1]
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// Perform explicit texture interpolation of D coefficient.
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// This works around the currently very bad texture interpolation
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// precision in ATI hardware.
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// Center st00 on lower left texel and rescale to [0,1] for texture lookup
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vec2 st00 = (uv00 + vec2(0.5)) * vec2(onestepu, onestepv);
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// Compute g_u, g_v, D coefficients from four closest 8-bit RGBA texels
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vec4 rawtex00 = texture2D(disttexture, st00);
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vec4 rawtex10 = texture2D(disttexture, st00 + vec2(0.5*onestepu, 0.0));
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vec4 rawtex01 = texture2D(disttexture, st00 + vec2(0.0, 0.5*onestepv));
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vec4 rawtex11 = texture2D(disttexture, st00 + vec2(0.5*onestepu, 0.5*onestepv));
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// Restore the value for D from its 8-bit encoding
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vec2 D00_10 = 16.0*(vec2(rawtex00.r, rawtex10.r)-0.50196);
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vec2 D01_11 = 16.0*(vec2(rawtex01.r, rawtex11.r)-0.50196);
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// Interpolate D between four closest texels
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vec2 uvlocal = fract(uv)-0.5; // Texel-local uv coordinates [-0.5,0.5]
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// Interpolate along v
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vec2 D0_1 = mix(D00_10, D01_11, uvlerp.y);
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// Interpolate along u
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float D = mix(D0_1.x, D0_1.y, uvlerp.x);
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// Perform anisotropic analytic antialiasing (fwidth() is slightly wrong)
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float aastep = length(vec2(dFdx(D), dFdy(D)));
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// 'pattern' is 1 where D>0, 0 where D<0, with proper AA around D=0.
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float pattern = smoothstep(-aastep, aastep, D);
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// 'bitmap' is a regular grayscale texture with AA for comparison.
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vec2 uvoffset = uvthis - uv00; // 0 or 1 depending on (u,v) quadrant
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float bitmap = texture2D(reftexture, st00+uvoffset*vec2(onestepu, onestepv)).r;
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// Final fragment color
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gl_FragColor = vec4(bitmap, pattern, bitmap, 1.0);
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}
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#endif
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