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

@@ -1,7 +1,5 @@
TODO:
Replace fwidth with a uniform or something
Bloom comparison: WebGPU vs REGL
Why are they different?
Create a project that tests them side-by-side

View File

@@ -117,7 +117,7 @@ vec2 getSymbol(vec2 uv, float index) {
// MSDF: calculate brightness of fragment based on distance to shape
vec2 symbol;
{
vec2 unitRange = vec2(msdfPxRange) / glyphMSDFSize;
vec2 unitRange = vec2(msdfPxRange) / (glyphMSDFSize * 1000.); // Not sure why this x1000 softening is necessary
vec2 screenTexSize = vec2(1.0) / fwidth(uv);
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
@@ -127,7 +127,7 @@ vec2 getSymbol(vec2 uv, float index) {
}
if (isolateGlint) {
vec2 unitRange = vec2(msdfPxRange) / glintMSDFSize;
vec2 unitRange = vec2(msdfPxRange) / (glintMSDFSize * 1000.); // Not sure why this x1000 softening is necessary
vec2 screenTexSize = vec2(1.0) / fwidth(uv);
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
@@ -167,24 +167,6 @@ 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

@@ -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);