mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-18 14:19:30 -07:00
Added some documentation, cleaned up some code, fleshed out the remaining work to make the project a little easier for newcomers to approach
This commit is contained in:
@@ -33,9 +33,10 @@ void main() {
|
||||
|
||||
vec2 uv = vUV;
|
||||
|
||||
// In normal mode, derives the current glyph and UV from vUV
|
||||
if (!volumetric) {
|
||||
if (isPolar) {
|
||||
// Curves the UV space to make letters appear to radiate from up above
|
||||
// Curved space that makes letters appear to radiate from up above
|
||||
uv -= 0.5;
|
||||
uv *= 0.5;
|
||||
uv.y -= 0.5;
|
||||
@@ -43,35 +44,29 @@ void main() {
|
||||
float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
|
||||
uv = vec2(angle * 4. - 0.5, 1.5 - pow(radius, 0.5) * 1.5);
|
||||
} else {
|
||||
// Applies the slant, scaling the UV space
|
||||
// to guarantee the viewport is still covered
|
||||
// Applies the slant and scales space so the viewport is fully covered
|
||||
uv = vec2(
|
||||
(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
|
||||
(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
|
||||
(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
|
||||
(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
|
||||
) * slantScale + 0.5;
|
||||
}
|
||||
uv.y /= glyphHeightToWidth;
|
||||
}
|
||||
|
||||
// Unpack the values from the data texture
|
||||
vec4 glyph = volumetric ? vGlyph : texture2D(lastState, uv);
|
||||
|
||||
if (showComputationTexture) {
|
||||
gl_FragColor = glyph;
|
||||
return;
|
||||
}
|
||||
|
||||
// Unpack the values from the font texture
|
||||
float brightness = glyph.r;
|
||||
float symbolIndex = getSymbolIndex(glyph.g);
|
||||
float quadDepth = glyph.b;
|
||||
float effect = glyph.a;
|
||||
|
||||
brightness = max(effect, brightness);
|
||||
// In volumetric mode, distant glyphs are dimmer
|
||||
if (volumetric) {
|
||||
brightness = min(1.0, brightness * quadDepth * 1.25);
|
||||
brightness = brightness * min(1.0, quadDepth);
|
||||
}
|
||||
|
||||
// resolve UV to MSDF texture coord
|
||||
// resolve UV to position of glyph in MSDF texture
|
||||
vec2 symbolUV = vec2(mod(symbolIndex, glyphTextureColumns), floor(symbolIndex / glyphTextureColumns));
|
||||
vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
|
||||
glyphUV -= 0.5;
|
||||
@@ -79,10 +74,15 @@ void main() {
|
||||
glyphUV += 0.5;
|
||||
vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureColumns;
|
||||
|
||||
// MSDF
|
||||
// MSDF: calculate brightness of fragment based on distance to shape
|
||||
vec3 dist = texture2D(glyphTex, msdfUV).rgb;
|
||||
float sigDist = median3(dist) - 0.5;
|
||||
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
|
||||
|
||||
gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
|
||||
if (showComputationTexture) {
|
||||
gl_FragColor = vec4(glyph.rgb * alpha, 1.0);
|
||||
} else {
|
||||
gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user