mirror of
https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
88 lines
2.5 KiB
GLSL
88 lines
2.5 KiB
GLSL
#define PI 3.14159265359
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#ifdef GL_OES_standard_derivatives
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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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uniform sampler2D state;
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uniform float numColumns, numRows;
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uniform sampler2D glyphTex;
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uniform float glyphHeightToWidth, glyphSequenceLength, glyphTextureColumns, glyphEdgeCrop;
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uniform vec2 slantVec;
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uniform float slantScale;
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uniform bool isPolar;
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uniform bool showComputationTexture;
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uniform bool volumetric;
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varying vec2 vUV;
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varying vec3 vChannel;
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varying vec4 vGlyph;
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float median3(vec3 i) {
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return max(min(i.r, i.g), min(max(i.r, i.g), i.b));
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}
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vec2 getSymbolUV(float glyphCycle) {
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float symbol = floor(glyphSequenceLength * glyphCycle);
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float symbolX = mod(symbol, glyphTextureColumns);
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float symbolY = glyphTextureColumns - floor(symbol / glyphTextureColumns);
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return vec2(symbolX, symbolY);
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}
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void main() {
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vec2 uv = vUV;
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// In normal mode, derives the current glyph and UV from vUV
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if (!volumetric) {
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if (isPolar) {
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// Curved space that makes letters appear to radiate from up above
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uv -= 0.5;
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uv *= 0.5;
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uv.y -= 0.5;
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float radius = length(uv);
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float angle = atan(uv.y, uv.x) / (2. * PI) + 0.5;
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uv = vec2(fract(angle * 4. - 0.5), 1.5 * (1. - sqrt(radius)));
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} else {
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// Applies the slant and scales space so the viewport is fully covered
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uv = vec2(
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(uv.x - 0.5) * slantVec.x + (uv.y - 0.5) * slantVec.y,
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(uv.y - 0.5) * slantVec.x - (uv.x - 0.5) * slantVec.y
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) * slantScale + 0.5;
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}
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uv.y /= glyphHeightToWidth;
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}
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// Unpack the values from the data texture
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vec4 glyph = volumetric ? vGlyph : texture2D(state, uv);
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float brightness = glyph.r;
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vec2 symbolUV = getSymbolUV(glyph.g);
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float quadDepth = glyph.b;
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float effect = glyph.a;
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brightness = max(effect, brightness);
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// In volumetric mode, distant glyphs are dimmer
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if (volumetric) {
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brightness = brightness * min(1.0, quadDepth);
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}
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// resolve UV to cropped position of glyph in MSDF texture
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vec2 glyphUV = fract(uv * vec2(numColumns, numRows));
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glyphUV -= 0.5;
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glyphUV *= clamp(1.0 - glyphEdgeCrop, 0.0, 1.0);
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glyphUV += 0.5;
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vec2 msdfUV = (glyphUV + symbolUV) / glyphTextureColumns;
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// MSDF: calculate brightness of fragment based on distance to shape
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vec3 dist = texture2D(glyphTex, msdfUV).rgb;
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float sigDist = median3(dist) - 0.5;
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float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
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if (showComputationTexture) {
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gl_FragColor = vec4(glyph.rgb - alpha, 1.0);
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} else {
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gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
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}
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}
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