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gpu_shader_text_frag.glsl « shaders « gpu « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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flat in vec4 color_flat;
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 = abs(texCoord_interp);

  // modulate input alpha & texture alpha
  if (texCoord_interp.x > 0) {
    fragColor.a = texture(glyph, texco).r;
  }
  else {
    fragColor.a = 0.0;

    if (texCoord_interp.y > 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;
}