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

@@ -189,6 +189,10 @@ export default ({ regl, config, lkg }) => {
baseTexture: baseTexture.texture,
glintTexture: glintTexture.texture,
msdfPxRange: 4.0,
glyphMSDFSize: [glyphMSDF.width(), glyphMSDF.height()],
glintMSDFSize: [glintMSDF.width(), glintMSDF.height()],
camera: regl.prop("camera"),
transform: regl.prop("transform"),
screenSize: regl.prop("screenSize"),

View File

@@ -36,6 +36,8 @@ const loadImage = (regl, url) => {
}
return texture;
},
width: () => (loaded ? texture.width : 1),
height: () => (loaded ? texture.height : 1),
loaded: (async () => {
if (url != null) {
const data = new Image();

View File

@@ -17,6 +17,7 @@ const makeConfigBuffer = (device, configUniforms, config, density, gridSize) =>
rippleType: config.rippleTypeName in rippleTypes ? rippleTypes[config.rippleTypeName] : -1,
slantScale: 1 / (Math.abs(Math.sin(2 * config.slant)) * (Math.sqrt(2) - 1) + 1),
slantVec: [Math.cos(config.slant), Math.sin(config.slant)],
msdfPxRange: 4,
};
// console.table(configData);
@@ -93,7 +94,7 @@ export default ({ config, device, timeBuffer }) => {
let highPassOutput;
const loaded = (async () => {
const [msdfTexture, glintMSDFTexture, baseTexture, glintTexture, rainShader] = await Promise.all(assets);
const [glyphMSDFTexture, glintMSDFTexture, baseTexture, glintTexture, rainShader] = await Promise.all(assets);
const rainShaderUniforms = structs.from(rainShader.code);
configBuffer = makeConfigBuffer(device, rainShaderUniforms.Config, config, density, gridSize);
@@ -170,7 +171,7 @@ export default ({ config, device, timeBuffer }) => {
timeBuffer,
sceneBuffer,
linearSampler,
msdfTexture.createView(),
glyphMSDFTexture.createView(),
glintMSDFTexture.createView(),
baseTexture.createView(),
glintTexture.createView(),

View File

@@ -7,6 +7,8 @@ precision lowp float;
uniform sampler2D raindropState, symbolState, effectState;
uniform float numColumns, numRows;
uniform sampler2D glyphMSDF, glintMSDF, baseTexture, glintTexture;
uniform float msdfPxRange;
uniform vec2 glyphMSDFSize, glintMSDFSize;
uniform bool hasBaseTexture, hasGlintTexture;
uniform float glyphHeightToWidth, glyphSequenceLength, glyphEdgeCrop;
uniform float baseContrast, baseBrightness, glintContrast, glintBrightness;
@@ -115,15 +117,23 @@ vec2 getSymbol(vec2 uv, float index) {
// MSDF: calculate brightness of fragment based on distance to shape
vec2 symbol;
{
vec3 dist = texture2D(glyphMSDF, uv).rgb;
float sigDist = median3(dist) - 0.5;
symbol.r = clamp(sigDist / fwidth(sigDist) + 0.5, 0., 1.);
vec2 unitRange = vec2(msdfPxRange) / glyphMSDFSize;
vec2 screenTexSize = vec2(1.0) / fwidth(uv);
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
float signedDistance = median3(texture2D(glyphMSDF, uv).rgb);
float screenPxDistance = screenPxRange * (signedDistance - 0.5);
symbol.r = clamp(screenPxDistance + 0.5, 0.0, 1.0);
}
if (isolateGlint) {
vec3 dist = texture2D(glintMSDF, uv).rgb;
float sigDist = median3(dist) - 0.5;
symbol.g = clamp(sigDist / fwidth(sigDist) + 0.5, 0., 1.);
vec2 unitRange = vec2(msdfPxRange) / glintMSDFSize;
vec2 screenTexSize = vec2(1.0) / fwidth(uv);
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
float signedDistance = median3(texture2D(glintMSDF, uv).rgb);
float screenPxDistance = screenPxRange * (signedDistance - 0.5);
symbol.g = clamp(screenPxDistance + 0.5, 0.0, 1.0);
}
return symbol;
@@ -157,6 +167,24 @@ void main() {
) * symbol.r,
1.
);
uv = fract(uv * vec2(numColumns, numRows));
uv -= 0.5;
uv *= clamp(1. - glyphEdgeCrop, 0., 1.);
if (length(uv) > 0.25) {
discard;
}
uv += 0.5;
float goal = fwidth(uv - 0.5).x;
float computed = 1.0;
float magnifier = 50.0;
if (uv.x <= 0.5) {
gl_FragColor = vec4(vec3(goal * magnifier), 1.0);
} else {
gl_FragColor = vec4(vec3(computed * magnifier), 1.0);
}
} else {
gl_FragColor = vec4(brightness.rg * symbol.r, brightness.b * symbol.g, 0.);
}

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;