playcanvas
Version:
Open-source WebGL/WebGPU 3D engine for the web
44 lines (42 loc) • 1.72 kB
JavaScript
var msdf_default = `
uniform sampler2D texture_msdfMap;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
uniform float font_sdfIntensity;
uniform float font_pxrange;
uniform vec4 outline_color;
uniform float outline_thickness;
uniform vec4 shadow_color;
uniform vec2 shadow_offset;
varying vec4 outline_color;
varying float outline_thickness;
varying vec4 shadow_color;
varying vec2 shadow_offset;
vec4 applyMsdf(vec4 color) {
color.rgb = gammaCorrectInput(color.rgb);
vec3 tsample = texture2D(texture_msdfMap, vUv0).rgb;
vec2 uvShdw = vUv0 - shadow_offset;
vec3 ssample = texture2D(texture_msdfMap, uvShdw).rgb;
float sigDist = median(tsample.r, tsample.g, tsample.b);
float sigDistShdw = median(ssample.r, ssample.g, ssample.b);
float edge = 0.5 - 0.5 * font_sdfIntensity;
vec2 unitRange = vec2(font_pxrange) / vec2(textureSize(texture_msdfMap, 0));
float screenPxRange = max(0.5 * dot(unitRange, 1.0 / max(fwidth(vUv0), vec2(1e-6))), 2.5);
float inside = clamp(screenPxRange * (sigDist - edge) + 0.5, 0.0, 1.0);
float outline = clamp(screenPxRange * (sigDist + outline_thickness - edge) + 0.5, 0.0, 1.0);
float shadow = clamp(screenPxRange * (sigDistShdw + outline_thickness - edge) + 0.5, 0.0, 1.0);
vec4 tcolor = (outline > inside) ? outline * vec4(outline_color.a * outline_color.rgb, outline_color.a) : vec4(0.0);
tcolor = mix(tcolor, color, inside);
vec4 scolor = (shadow > outline) ? shadow * vec4(shadow_color.a * shadow_color.rgb, shadow_color.a) : tcolor;
tcolor = mix(scolor, tcolor, outline);
tcolor.rgb = gammaCorrectOutput(tcolor.rgb);
return tcolor;
}
`;
export {
msdf_default as default
};