<@include gpu/Config.slh@> <$VERSION_HEADER$> // Generated on <$_SCRIBE_DATE$> // sdf_text.frag // fragment shader // // Created by Bradley Austin Davis on 2015-02-04 // Based on fragment shader code from // https://github.com/paulhoux/Cinder-Samples/blob/master/TextRendering/include/text/Text.cpp // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html uniform sampler2D Font; uniform bool Outline; uniform vec4 Color; // the interpolated normal in vec3 _normal; in vec2 _texCoord0; layout(location = 0) out vec4 _fragColor0; layout(location = 1) out vec4 _fragColor1; layout(location = 2) out vec4 _fragColor2; const float DEFAULT_SHININESS = 10; const float gamma = 2.2; const float smoothing = 256.0; const float interiorCutoff = 0.8; const float outlineExpansion = 0.2; void main() { // retrieve signed distance float sdf = texture(Font, _texCoord0).g; if (Outline) { if (sdf > interiorCutoff) { sdf = 1.0 - sdf; } else { sdf += outlineExpansion; } } // perform adaptive anti-aliasing of the edges // The larger we're rendering, the less anti-aliasing we need float s = smoothing * length(fwidth(_texCoord0)); float w = clamp( s, 0.0, 0.5); float a = smoothstep(0.5 - w, 0.5 + w, sdf); // gamma correction for linear attenuation a = pow(a, 1.0 / gamma); if (a < 0.01) { discard; } // final color _fragColor0 = vec4(Color.rgb, Color.a * a); _fragColor1 = vec4(normalize(_normal.xyz), 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5); _fragColor2 = vec4(Color.rgb, DEFAULT_SHININESS / 128.0); }