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blender-archive/source/blender/gpu/shaders/gpu_shader_text_frag.glsl
Clément Foucault 3725d82cee BLF: Opti: More clever sampling for blured glyphs.
Reduce the number of sampled required for blurring by using filtered
texture samples.

This changes the result a bit but it is not noticable.
2018-04-08 01:00:55 +02:00

75 lines
2.6 KiB
GLSL

flat in vec4 color_flat;
flat in vec4 texCoord_rect;
noperspective in vec2 texCoord_interp;
out vec4 fragColor;
uniform sampler2D 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 sample_glyph_offset(texco, texel, ofs) texture(glyph, texco + ofs * texel).r
void main()
{
// input color replaces texture color
fragColor.rgb = color_flat.rgb;
vec2 texel = 1.0 / vec2(textureSize(glyph, 0));
vec2 texco = mix(abs(texCoord_rect.xy), abs(texCoord_rect.zw), texCoord_interp);
// modulate input alpha & texture alpha
if (texCoord_rect.x > 0) {
fragColor.a = texture(glyph, texco).r;
}
else {
fragColor.a = 0.0;
if (texCoord_rect.w > 0) {
/* 3x3 blur */
/* Manual unroll for perf. (stupid glsl compiler) */
fragColor.a += sample_glyph_offset(texco, texel, offsets4[0]);
fragColor.a += sample_glyph_offset(texco, texel, offsets4[1]);
fragColor.a += sample_glyph_offset(texco, texel, offsets4[2]);
fragColor.a += sample_glyph_offset(texco, texel, offsets4[3]);
fragColor.a *= (1.0 / 4.0);
}
else {
/* 5x5 blur */
/* Manual unroll for perf. (stupid glsl compiler) */
fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 0]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 1]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 2]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 3]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 4]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 5]) * 2.0;
fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 6]) * 2.0;
fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 7]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 8]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[ 9]) * 2.0;
fragColor.a += sample_glyph_offset(texco, texel, offsets16[10]) * 2.0;
fragColor.a += sample_glyph_offset(texco, texel, offsets16[11]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[12]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[13]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[14]);
fragColor.a += sample_glyph_offset(texco, texel, offsets16[15]);
fragColor.a *= (1.0 / 20.0);
}
}
fragColor.a *= color_flat.a;
}