Corrected the MSDF logic in the GLSL and WGSL shaders, which fixed the rendering in Chrome's software renderer.

This commit is contained in:
Rezmason
2022-10-02 20:35:12 -07:00
parent 95b67d1dad
commit 51faabfbe6
5 changed files with 67 additions and 15 deletions

View File

@@ -26,6 +26,7 @@ struct Config {
rippleType : i32,
// render-specific properties
msdfPxRange : f32,
forwardSpeed : f32,
baseBrightness : f32,
baseContrast : f32,
@@ -94,7 +95,7 @@ struct IntroCellData {
// Render-specific bindings
@group(0) @binding(2) var<uniform> scene : Scene;
@group(0) @binding(3) var linearSampler : sampler;
@group(0) @binding(4) var msdfTexture : texture_2d<f32>;
@group(0) @binding(4) var glyphMSDFTexture : texture_2d<f32>;
@group(0) @binding(5) var glintMSDFTexture : texture_2d<f32>;
@group(0) @binding(6) var baseTexture : texture_2d<f32>;
@group(0) @binding(7) var glintTexture : texture_2d<f32>;
@@ -502,15 +503,31 @@ fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
// MSDF: calculate brightness of fragment based on distance to shape
{
var dist = textureSample(msdfTexture, linearSampler, uv).rgb;
var sigDist = median3(dist) - 0.5;
symbol.r = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
// var dist = textureSample(glyphMSDFTexture, linearSampler, uv).rgb;
// var sigDist = median3(dist) - 0.5;
// symbol.r = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
var unitRange = vec2<f32>(config.msdfPxRange) / vec2<f32>(textureDimensions(glyphMSDFTexture));
var screenTexSize = vec2<f32>(1.0) / fwidth(uv);
var screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
var signedDistance = median3(textureSample(glyphMSDFTexture, linearSampler, uv).rgb);
var screenPxDistance = screenPxRange * (signedDistance - 0.5);
symbol.r = clamp(screenPxDistance + 0.5, 0.0, 1.0);
}
if (bool(config.isolateGlint)) {
var dist = textureSample(glintMSDFTexture, linearSampler, uv).rgb;
var sigDist = median3(dist) - 0.5;
symbol.g = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
// var dist = textureSample(glintMSDFTexture, linearSampler, uv).rgb;
// var sigDist = median3(dist) - 0.5;
// symbol.g = clamp(sigDist / fwidth(sigDist) + 0.5, 0.0, 1.0);
var unitRange = vec2<f32>(config.msdfPxRange) / vec2<f32>(textureDimensions(glintMSDFTexture));
var screenTexSize = vec2<f32>(1.0) / fwidth(uv);
var screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
var signedDistance = median3(textureSample(glintMSDFTexture, linearSampler, uv).rgb);
var screenPxDistance = screenPxRange * (signedDistance - 0.5);
symbol.g = clamp(screenPxDistance + 0.5, 0.0, 1.0);
}
return symbol;