| #version 440 |
| |
| layout(location = 0) in vec4 vCoord; |
| layout(location = 1) in vec2 tCoord; |
| |
| layout(location = 0) out vec2 sampleCoord; |
| layout(location = 1) out vec3 sampleFarLeft; |
| layout(location = 2) out vec3 sampleNearLeft; |
| layout(location = 3) out vec3 sampleNearRight; |
| layout(location = 4) out vec3 sampleFarRight; |
| |
| layout(std140, binding = 0) uniform buf { |
| mat4 matrix; |
| vec2 textureScale; |
| vec4 color; |
| float alphaMin; |
| float alphaMax; |
| // up to this point it must match distancefieldtext |
| float fontScale; |
| vec4 vecDelta; |
| } ubuf; |
| |
| out gl_PerVertex { vec4 gl_Position; }; |
| |
| void main() |
| { |
| sampleCoord = tCoord * ubuf.textureScale; |
| gl_Position = ubuf.matrix * vCoord; |
| |
| // Calculate neighbor pixel position in item space. |
| vec3 wDelta = gl_Position.w * ubuf.vecDelta.xyw; |
| vec3 farLeft = vCoord.xyw - 0.667 * wDelta; |
| vec3 nearLeft = vCoord.xyw - 0.333 * wDelta; |
| vec3 nearRight = vCoord.xyw + 0.333 * wDelta; |
| vec3 farRight = vCoord.xyw + 0.667 * wDelta; |
| |
| // Calculate neighbor texture coordinate. |
| vec2 scale = ubuf.textureScale / ubuf.fontScale; |
| vec2 base = sampleCoord - scale * vCoord.xy; |
| sampleFarLeft = vec3(base * farLeft.z + scale * farLeft.xy, farLeft.z); |
| sampleNearLeft = vec3(base * nearLeft.z + scale * nearLeft.xy, nearLeft.z); |
| sampleNearRight = vec3(base * nearRight.z + scale * nearRight.xy, nearRight.z); |
| sampleFarRight = vec3(base * farRight.z + scale * farRight.xy, farRight.z); |
| } |