The glyph textures can now be rectangular, I think.

This commit is contained in:
Rezmason
2021-12-06 22:44:18 -08:00
parent 577e94c7d1
commit 508c941fcd
4 changed files with 15 additions and 14 deletions

View File

@@ -7,7 +7,8 @@ precision lowp float;
uniform sampler2D state;
uniform float numColumns, numRows;
uniform sampler2D glyphTex;
uniform float glyphHeightToWidth, glyphSequenceLength, glyphTextureColumns, glyphEdgeCrop;
uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
uniform vec2 glyphTextureGridSize;
uniform vec2 slantVec;
uniform float slantScale;
uniform bool isPolar;
@@ -24,8 +25,8 @@ float median3(vec3 i) {
vec2 getSymbolUV(float glyphCycle) {
float symbol = floor(glyphSequenceLength * glyphCycle);
float symbolX = mod(symbol, glyphTextureColumns);
float symbolY = glyphTextureColumns - floor(symbol / glyphTextureColumns);
float symbolX = mod(symbol, glyphTextureGridSize.x);
float symbolY = floor(symbol / glyphTextureGridSize.y);
return vec2(symbolX, symbolY);
}
@@ -71,7 +72,7 @@ void main() {
glyphUV -= 0.5;
glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
glyphUV += 0.5;
vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureColumns;
vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureGridSize;
// MSDF: calculate brightness of fragment based on distance to shape
vec3 dist = texture2D(glyphTex, msdfUV).rgb;