141 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
 | 
						|
flat in vec4 color_flat;
 | 
						|
noperspective in vec2 texCoord_interp;
 | 
						|
flat in int glyph_offset;
 | 
						|
flat in ivec2 glyph_dim;
 | 
						|
flat in int interp_size;
 | 
						|
 | 
						|
out vec4 fragColor;
 | 
						|
 | 
						|
uniform sampler1DArray glyph;
 | 
						|
 | 
						|
const vec2 offsets4[4] = vec2[4](
 | 
						|
    vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(-0.5, -0.5));
 | 
						|
 | 
						|
const vec2 offsets16[16] = vec2[16](vec2(-1.5, 1.5),
 | 
						|
                                    vec2(-0.5, 1.5),
 | 
						|
                                    vec2(0.5, 1.5),
 | 
						|
                                    vec2(1.5, 1.5),
 | 
						|
                                    vec2(-1.5, 0.5),
 | 
						|
                                    vec2(-0.5, 0.5),
 | 
						|
                                    vec2(0.5, 0.5),
 | 
						|
                                    vec2(1.5, 0.5),
 | 
						|
                                    vec2(-1.5, -0.5),
 | 
						|
                                    vec2(-0.5, -0.5),
 | 
						|
                                    vec2(0.5, -0.5),
 | 
						|
                                    vec2(1.5, -0.5),
 | 
						|
                                    vec2(-1.5, -1.5),
 | 
						|
                                    vec2(-0.5, -1.5),
 | 
						|
                                    vec2(0.5, -1.5),
 | 
						|
                                    vec2(1.5, -1.5));
 | 
						|
 | 
						|
//#define GPU_NEAREST
 | 
						|
#define sample_glyph_offset(texel, ofs) \
 | 
						|
  texture_1D_custom_bilinear_filter(texCoord_interp + ofs * texel)
 | 
						|
 | 
						|
float texel_fetch(int index)
 | 
						|
{
 | 
						|
  int size_x = textureSize(glyph, 0).r;
 | 
						|
  if (index >= size_x) {
 | 
						|
    return texelFetch(glyph, ivec2(index % size_x, index / size_x), 0).r;
 | 
						|
  }
 | 
						|
  return texelFetch(glyph, ivec2(index, 0), 0).r;
 | 
						|
}
 | 
						|
 | 
						|
bool is_inside_box(ivec2 v)
 | 
						|
{
 | 
						|
  return all(greaterThanEqual(v, ivec2(0))) && all(lessThan(v, glyph_dim));
 | 
						|
}
 | 
						|
 | 
						|
float texture_1D_custom_bilinear_filter(vec2 uv)
 | 
						|
{
 | 
						|
  vec2 texel_2d = uv * glyph_dim + 0.5;
 | 
						|
  ivec2 texel_2d_near = ivec2(texel_2d) - 1;
 | 
						|
  int frag_offset = glyph_offset + texel_2d_near.y * glyph_dim.x + texel_2d_near.x;
 | 
						|
 | 
						|
  float tl = 0.0;
 | 
						|
 | 
						|
  if (is_inside_box(texel_2d_near)) {
 | 
						|
    tl = texel_fetch(frag_offset);
 | 
						|
  }
 | 
						|
 | 
						|
#ifdef GPU_NEAREST
 | 
						|
  return tl;
 | 
						|
#else  // GPU_LINEAR
 | 
						|
  int offset_x = 1;
 | 
						|
  int offset_y = glyph_dim.x;
 | 
						|
 | 
						|
  float tr = 0.0;
 | 
						|
  float bl = 0.0;
 | 
						|
  float br = 0.0;
 | 
						|
 | 
						|
  if (is_inside_box(texel_2d_near + ivec2(1, 0))) {
 | 
						|
    tr = texel_fetch(frag_offset + offset_x);
 | 
						|
  }
 | 
						|
  if (is_inside_box(texel_2d_near + ivec2(0, 1))) {
 | 
						|
    bl = texel_fetch(frag_offset + offset_y);
 | 
						|
  }
 | 
						|
  if (is_inside_box(texel_2d_near + ivec2(1, 1))) {
 | 
						|
    br = texel_fetch(frag_offset + offset_x + offset_y);
 | 
						|
  }
 | 
						|
 | 
						|
  vec2 f = fract(texel_2d);
 | 
						|
  float tA = mix(tl, tr, f.x);
 | 
						|
  float tB = mix(bl, br, f.x);
 | 
						|
 | 
						|
  return mix(tA, tB, f.y);
 | 
						|
#endif
 | 
						|
}
 | 
						|
 | 
						|
void main()
 | 
						|
{
 | 
						|
  // input color replaces texture color
 | 
						|
  fragColor.rgb = color_flat.rgb;
 | 
						|
 | 
						|
  // modulate input alpha & texture alpha
 | 
						|
  if (interp_size == 0) {
 | 
						|
    fragColor.a = texture_1D_custom_bilinear_filter(texCoord_interp);
 | 
						|
  }
 | 
						|
  else {
 | 
						|
    vec2 texel = 1.0 / glyph_dim;
 | 
						|
    fragColor.a = 0.0;
 | 
						|
 | 
						|
    if (interp_size == 1) {
 | 
						|
      /* 3x3 blur */
 | 
						|
      /* Manual unroll for perf. (stupid glsl compiler) */
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets4[0]);
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets4[1]);
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets4[2]);
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets4[3]);
 | 
						|
      fragColor.a *= (1.0 / 4.0);
 | 
						|
    }
 | 
						|
    else {
 | 
						|
      /* 5x5 blur */
 | 
						|
      /* Manual unroll for perf. (stupid glsl compiler) */
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[0]);
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[1]);
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[2]);
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[3]);
 | 
						|
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[4]);
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[5]) * 2.0;
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[6]) * 2.0;
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[7]);
 | 
						|
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[8]);
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[9]) * 2.0;
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[10]) * 2.0;
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[11]);
 | 
						|
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[12]);
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[13]);
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[14]);
 | 
						|
      fragColor.a += sample_glyph_offset(texel, offsets16[15]);
 | 
						|
      fragColor.a *= (1.0 / 20.0);
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  fragColor.a *= color_flat.a;
 | 
						|
  fragColor = blender_srgb_to_framebuffer_space(fragColor);
 | 
						|
}
 |