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sdl/test/testgpurender_msdf.frag.hlsl

38 lines
1.0 KiB
HLSL

cbuffer Context : register(b0, space3) {
float distance_field_range;
float2 texture_size;
};
Texture2D u_texture : register(t0, space2);
SamplerState u_sampler : register(s0, space2);
struct PSInput {
float4 v_color : COLOR0;
float2 v_uv : TEXCOORD0;
};
struct PSOutput {
float4 o_color : SV_Target;
};
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
float screenPxRange(float2 texCoord) {
float2 unitRange = float2(distance_field_range, distance_field_range)/texture_size;
float2 screenTexSize = float2(1.0, 1.0)/fwidth(texCoord);
return max(0.5*dot(unitRange, screenTexSize), 1.0);
}
PSOutput main(PSInput input) {
PSOutput output;
float3 msd = u_texture.Sample(u_sampler, input.v_uv).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPxRange(input.v_uv)*(sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
output.o_color.rgb = input.v_color.rgb;
output.o_color.a = (input.v_color.a * opacity);
return output;
}