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- <head>
- <title>Bitmap Font Generator - Documentation</title>
- </head>
- <body>
- <h1>Bitmap Font Generator - Documentation</h1>
- <p><a href="../documentation.html">Back to main page</a></p>
- <h2>Pixel shader example</h2>
- <p>This pixel shader shows how to decode the color from a font texture with characters packed
- into all 4 channels, and each channel using special encoding to store the character with the
- outline. The texture is also allowed to store full 32bit images for some characters.</p>
- <pre>
- // DirectX 9 pixel shader
- float4 PixScene( float4 color : COLOR0,
- int4 chnl : TEXCOORD1,
- float2 tex0 : TEXCOORD0 ) : COLOR0
- {
- float4 pixel = tex2D(g_samScene, tex0);
-
- if( dot(vector(1,1,1,1), chnl) )
- {
- float val = dot(pixel, chnl);
-
- pixel.rgb = val > 0.5 ? 2*val-1 : 0;
- pixel.a = val > 0.5 ? 1 : 2*val;
- }
-
- return pixel * color;
- }
- </pre>
- <p>The chnl texture coordinate is a 4D vector that shows which channel the character should be read
- from. If this is (0,0,0,0) the character is interpreted as a 32 bit image. The texture coordinate
- can be stored in a UBYTE4 type, so it doesn't require much bandwidth when being sent to the video card.</p>
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- </html>
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