Apparently `textureSize` doesn't work with `sampler1DArray` on this OS. Thanks to @dave1853 for finding the source of the problem.
141 lines
4.4 KiB
GLSL
141 lines
4.4 KiB
GLSL
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flat in vec4 color_flat;
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noperspective in vec2 texCoord_interp;
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flat in int glyph_offset;
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flat in ivec2 glyph_dim;
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flat in int interp_size;
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out vec4 fragColor;
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uniform sampler2D glyph;
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const vec2 offsets4[4] = vec2[4](
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vec2(-0.5, 0.5), vec2(0.5, 0.5), vec2(-0.5, -0.5), vec2(-0.5, -0.5));
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const vec2 offsets16[16] = vec2[16](vec2(-1.5, 1.5),
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vec2(-0.5, 1.5),
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vec2(0.5, 1.5),
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vec2(1.5, 1.5),
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vec2(-1.5, 0.5),
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vec2(-0.5, 0.5),
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vec2(0.5, 0.5),
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vec2(1.5, 0.5),
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vec2(-1.5, -0.5),
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vec2(-0.5, -0.5),
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vec2(0.5, -0.5),
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vec2(1.5, -0.5),
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vec2(-1.5, -1.5),
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vec2(-0.5, -1.5),
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vec2(0.5, -1.5),
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vec2(1.5, -1.5));
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//#define GPU_NEAREST
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#define sample_glyph_offset(texel, ofs) \
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texture_1D_custom_bilinear_filter(texCoord_interp + ofs * texel)
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float texel_fetch(int index)
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{
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int size_x = textureSize(glyph, 0).r;
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if (index >= size_x) {
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return texelFetch(glyph, ivec2(index % size_x, index / size_x), 0).r;
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}
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return texelFetch(glyph, ivec2(index, 0), 0).r;
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}
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bool is_inside_box(ivec2 v)
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{
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return all(greaterThanEqual(v, ivec2(0))) && all(lessThan(v, glyph_dim));
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}
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float texture_1D_custom_bilinear_filter(vec2 uv)
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{
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vec2 texel_2d = uv * glyph_dim + 0.5;
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ivec2 texel_2d_near = ivec2(texel_2d) - 1;
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int frag_offset = glyph_offset + texel_2d_near.y * glyph_dim.x + texel_2d_near.x;
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float tl = 0.0;
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if (is_inside_box(texel_2d_near)) {
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tl = texel_fetch(frag_offset);
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}
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#ifdef GPU_NEAREST
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return tl;
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#else // GPU_LINEAR
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int offset_x = 1;
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int offset_y = glyph_dim.x;
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float tr = 0.0;
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float bl = 0.0;
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float br = 0.0;
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if (is_inside_box(texel_2d_near + ivec2(1, 0))) {
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tr = texel_fetch(frag_offset + offset_x);
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}
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if (is_inside_box(texel_2d_near + ivec2(0, 1))) {
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bl = texel_fetch(frag_offset + offset_y);
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}
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if (is_inside_box(texel_2d_near + ivec2(1, 1))) {
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br = texel_fetch(frag_offset + offset_x + offset_y);
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}
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vec2 f = fract(texel_2d);
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float tA = mix(tl, tr, f.x);
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float tB = mix(bl, br, f.x);
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return mix(tA, tB, f.y);
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#endif
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}
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void main()
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{
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// input color replaces texture color
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fragColor.rgb = color_flat.rgb;
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// modulate input alpha & texture alpha
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if (interp_size == 0) {
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fragColor.a = texture_1D_custom_bilinear_filter(texCoord_interp);
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}
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else {
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vec2 texel = 1.0 / glyph_dim;
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fragColor.a = 0.0;
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if (interp_size == 1) {
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/* 3x3 blur */
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/* Manual unroll for perf. (stupid glsl compiler) */
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fragColor.a += sample_glyph_offset(texel, offsets4[0]);
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fragColor.a += sample_glyph_offset(texel, offsets4[1]);
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fragColor.a += sample_glyph_offset(texel, offsets4[2]);
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fragColor.a += sample_glyph_offset(texel, offsets4[3]);
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fragColor.a *= (1.0 / 4.0);
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}
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else {
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/* 5x5 blur */
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/* Manual unroll for perf. (stupid glsl compiler) */
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fragColor.a += sample_glyph_offset(texel, offsets16[0]);
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fragColor.a += sample_glyph_offset(texel, offsets16[1]);
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fragColor.a += sample_glyph_offset(texel, offsets16[2]);
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fragColor.a += sample_glyph_offset(texel, offsets16[3]);
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fragColor.a += sample_glyph_offset(texel, offsets16[4]);
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fragColor.a += sample_glyph_offset(texel, offsets16[5]) * 2.0;
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fragColor.a += sample_glyph_offset(texel, offsets16[6]) * 2.0;
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fragColor.a += sample_glyph_offset(texel, offsets16[7]);
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fragColor.a += sample_glyph_offset(texel, offsets16[8]);
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fragColor.a += sample_glyph_offset(texel, offsets16[9]) * 2.0;
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fragColor.a += sample_glyph_offset(texel, offsets16[10]) * 2.0;
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fragColor.a += sample_glyph_offset(texel, offsets16[11]);
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fragColor.a += sample_glyph_offset(texel, offsets16[12]);
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fragColor.a += sample_glyph_offset(texel, offsets16[13]);
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fragColor.a += sample_glyph_offset(texel, offsets16[14]);
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fragColor.a += sample_glyph_offset(texel, offsets16[15]);
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fragColor.a *= (1.0 / 20.0);
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}
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}
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fragColor.a *= color_flat.a;
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fragColor = blender_srgb_to_framebuffer_space(fragColor);
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}
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