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44 lines
1.6 KiB
GLSL
44 lines
1.6 KiB
GLSL
#version 450
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#extension GL_ARB_separate_shader_objects : enable
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layout(binding = 0) uniform sampler2D gTextSampler;
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layout(binding = 1) uniform sampler2D gTextOutlineSampler;
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layout(push_constant) uniform SFragConstBO {
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layout(offset = 48) uniform vec4 gVertColor;
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layout(offset = 64) uniform vec4 gVertOutlineColor;
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} gFragConst;
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layout (location = 0) noperspective in vec2 texCoord;
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layout (location = 1) noperspective in vec4 outVertColor;
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layout(location = 0) out vec4 FragClr;
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void main()
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{
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vec4 textColor = gFragConst.gVertColor * outVertColor * vec4(1.0, 1.0, 1.0, texture(gTextSampler, texCoord).r);
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vec4 textOutlineTex = gFragConst.gVertOutlineColor * vec4(1.0, 1.0, 1.0, texture(gTextOutlineSampler, texCoord).r);
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// ratio between the two textures
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float OutlineBlend = (1.0 - textColor.a);
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// since the outline is always black, or even if it has decent colors, it can be just added to the actual color
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// without losing any or too much color
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// lerp isn't commutative, so add the color the fragment looses by lerping
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// this reduces the chance of false color calculation if the text is transparent
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// first get the right color
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vec4 textOutlineFrag = vec4(textOutlineTex.rgb * textOutlineTex.a, textOutlineTex.a) * OutlineBlend;
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vec3 textFrag = (textColor.rgb * textColor.a);
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vec3 finalFragColor = textOutlineFrag.rgb + textFrag;
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float RealAlpha = (textOutlineFrag.a + textColor.a);
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// simply add the color we will loose through blending
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if(RealAlpha > 0.0)
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FragClr = vec4(finalFragColor / RealAlpha, RealAlpha);
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else
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FragClr = vec4(0.0, 0.0, 0.0, 0.0);
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}
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