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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #ifdef TEXT_EFFECT_SHADOW
- uniform float2 cShadowOffset;
- uniform float4 cShadowColor;
- #endif
- #ifdef TEXT_EFFECT_STROKE
- uniform float4 cStrokeColor;
- #endif
- void VS(float4 iPos : POSITION,
- float4 iColor : COLOR0,
- float2 iTexCoord : TEXCOORD0,
- out float4 oPos : POSITION,
- out float4 oColor : COLOR0,
- out float2 oTexCoord : TEXCOORD0)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oColor = iColor;
- oTexCoord = iTexCoord;
- }
- void PS(float4 iColor : COLOR0,
- float2 iTexCoord : TEXCOORD0,
- out float4 oColor : COLOR0)
- {
- oColor.rgb = iColor.rgb;
- #ifdef SIGNED_DISTANCE_FIELD
- float distance = tex2D(sDiffMap, iTexCoord).a;
- if (distance < 0.5f)
- {
- #ifdef TEXT_EFFECT_SHADOW
- if (tex2D(sDiffMap, iTexCoord - cShadowOffset).a > 0.5f)
- oColor = cShadowColor;
- else
- #endif
- oColor.a = 0.0f;
- }
- else
- {
- #ifdef TEXT_EFFECT_STROKE
- if (distance < 0.525f)
- oColor.rgb = cStrokeColor.rgb;
- #endif
- #ifdef TEXT_EFFECT_SHADOW
- if (tex2D(sDiffMap, iTexCoord + cShadowOffset).a < 0.5f)
- oColor.a = iColor.a;
- else
- #endif
- oColor.a = iColor.a * smoothstep(0.5f, 0.505f, distance);
- }
- #else
- oColor.a = iColor.a * tex2D(sDiffMap, iTexCoord).a;
- #endif
- }
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