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- 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;
- }
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