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- #include "Uniforms.hlsl"
- #include "Samplers.hlsl"
- #include "Transform.hlsl"
- #ifndef D3D11
- // D3D9 uniforms
- uniform float2 cShadowOffset;
- uniform float4 cShadowColor;
- uniform float4 cStrokeColor;
- #else
- #ifdef COMPILEPS
- // D3D11 constant buffers
- cbuffer CustomPS : register(b6)
- {
- float2 cShadowOffset;
- float4 cShadowColor;
- float4 cStrokeColor;
- }
- #endif
- #endif
- void VS(float4 iPos : POSITION,
- float2 iTexCoord : TEXCOORD0,
- out float2 oTexCoord : TEXCOORD0,
- float4 iColor : COLOR0,
- out float4 oColor : COLOR0,
- out float4 oPos : OUTPOSITION)
- {
- float4x3 modelMatrix = iModelMatrix;
- float3 worldPos = GetWorldPos(modelMatrix);
- oPos = GetClipPos(worldPos);
- oColor = iColor;
- oTexCoord = iTexCoord;
- }
- // See notes in GLSL shader
- #if defined(COMPILEPS) && defined(SIGNED_DISTANCE_FIELD)
- float GetAlpha(float distance, float width)
- {
- return smoothstep(0.5 - width, 0.5 + width, distance);
- }
- // Comment this define to turn off supersampling
- #define SUPERSAMPLING
- #endif
- void PS(float2 iTexCoord : TEXCOORD0,
- float4 iColor : COLOR0,
- out float4 oColor : OUTCOLOR0)
- {
- #ifdef SIGNED_DISTANCE_FIELD
- oColor.rgb = iColor.rgb;
- float distance = Sample2D(DiffMap, iTexCoord).a;
- #ifdef TEXT_EFFECT_STROKE
- #ifdef SUPERSAMPLING
- float outlineFactor = smoothstep(0.5, 0.525, distance); // Border of glyph
- oColor.rgb = lerp(cStrokeColor.rgb, iColor.rgb, outlineFactor);
- #else
- if (distance < 0.525)
- oColor.rgb = cStrokeColor.rgb;
- #endif
- #endif
- #ifdef TEXT_EFFECT_SHADOW
- if (Sample2D(DiffMap, iTexCoord - cShadowOffset).a > 0.5 && distance <= 0.5)
- oColor = cShadowColor;
- #ifndef SUPERSAMPLING
- else if (distance <= 0.5)
- oColor.a = 0.0;
- #endif
- else
- #endif
- {
- float width = fwidth(distance);
- float alpha = GetAlpha(distance, width);
- #ifdef SUPERSAMPLING
- float2 deltaUV = 0.354 * fwidth(iTexCoord); // (1.0 / sqrt(2.0)) / 2.0 = 0.354
- float4 square = float4(iTexCoord - deltaUV, iTexCoord + deltaUV);
- float distance2 = Sample2D(DiffMap, square.xy).a;
- float distance3 = Sample2D(DiffMap, square.zw).a;
- float distance4 = Sample2D(DiffMap, square.xw).a;
- float distance5 = Sample2D(DiffMap, square.zy).a;
- alpha += GetAlpha(distance2, width)
- + GetAlpha(distance3, width)
- + GetAlpha(distance4, width)
- + GetAlpha(distance5, width);
-
- // For calculating of average correct would be dividing by 5.
- // But when text is blurred, its brightness is lost. Therefore divide by 4.
- alpha = alpha * 0.25;
- #endif
- oColor.a = alpha;
- }
- #else
- #ifdef ALPHAMAP
- oColor.rgb = iColor.rgb;
- oColor.a = iColor.a * Sample2D(DiffMap, iTexCoord).a;
- #else
- oColor = iColor* Sample2D(DiffMap, iTexCoord);
- #endif
- #endif
- }
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