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Removing A-Frame alpha test from the MSDF shader. I should have known better!
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@@ -1,6 +1,5 @@
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const makeMatrixRenderer = (renderer, {
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fontTexture,
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sharpness,
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numColumns,
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animationSpeed, fallSpeed, cycleSpeed,
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glyphSequenceLength,
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@@ -178,7 +177,6 @@ const glyphVariable = gpuCompute.addVariable(
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glyphs: { type: "t", value: glyphRTT },
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msdf: { type: "t", value: fontTexture },
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numColumns: {type: "f", value: numColumns},
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sharpness: { type: "f", value: sharpness },
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numFontColumns: {type: "f", value: numFontColumns},
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resolution: {type: "v2", value: new THREE.Vector2() },
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slant: {type: "v2", value: new THREE.Vector2(Math.cos(slant), Math.sin(slant)) },
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@@ -201,9 +199,7 @@ const glyphVariable = gpuCompute.addVariable(
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#extension GL_OES_standard_derivatives: enable
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#endif
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precision lowp float;
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#define BIG_ENOUGH 0.001
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#define MODIFIED_ALPHATEST (0.02 * isBigEnough / BIG_ENOUGH)
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uniform float sharpness;
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uniform sampler2D msdf;
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uniform sampler2D glyphs;
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uniform float numColumns;
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@@ -262,16 +258,7 @@ const glyphVariable = gpuCompute.addVariable(
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// The rest is straight up MSDF
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float sigDist = median(sample.r, sample.g, sample.b) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
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float dscale = 0.353505 / sharpness;
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vec2 duv = dscale * (dFdx(uv) + dFdy(uv));
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float isBigEnough = max(abs(duv.x), abs(duv.y));
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if (isBigEnough > BIG_ENOUGH) {
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float ratio = BIG_ENOUGH / isBigEnough;
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alpha = ratio * alpha + (1.0 - ratio) * (sigDist + 0.5);
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}
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if (isBigEnough <= BIG_ENOUGH && alpha < 0.5) { discard; return; }
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if (alpha < 0.5 * MODIFIED_ALPHATEST) { discard; return; }
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gl_FragColor = vec4(vec3(brightness * alpha), 1.0);
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}
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`
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