Softening the MSDF, ready to move on

This commit is contained in:
Rezmason
2022-10-02 20:47:52 -07:00
parent 51faabfbe6
commit fb3fb89d95
3 changed files with 4 additions and 24 deletions

View File

@@ -507,7 +507,7 @@ fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
// 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 unitRange = vec2<f32>(config.msdfPxRange) / (vec2<f32>(textureDimensions(glyphMSDFTexture)) * 1000.0); // Not sure why this x1000 softening is necessary
var screenTexSize = vec2<f32>(1.0) / fwidth(uv);
var screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
@@ -521,7 +521,7 @@ fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
// 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 unitRange = vec2<f32>(config.msdfPxRange) / (vec2<f32>(textureDimensions(glintMSDFTexture)) * 1000.0); // Not sure why this x1000 softening is necessary
var screenTexSize = vec2<f32>(1.0) / fwidth(uv);
var screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);