overte/libraries/render-utils/src/sdf_text3D.slv
2025-04-22 22:47:53 -07:00

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<@include gpu/Config.slh@>
<$VERSION_HEADER$>
// Generated on <$_SCRIBE_DATE$>
// sdf_text3D.vert
// vertex shader
//
// Created by Brad Davis on 10/14/13.
// Copyright 2013 High Fidelity, Inc.
// Copyright 2024 Overte e.V.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
<@include gpu/Inputs.slh@>
<@include gpu/Color.slh@>
<@include render-utils/ShaderConstants.h@>
<@include gpu/Transform.slh@>
<$declareStandardTransform()$>
<@include sdf_text3D.slh@>
layout(location=RENDER_UTILS_ATTR_POSITION_MS) out vec2 _positionMS;
<@if HIFI_USE_TRANSLUCENT or HIFI_USE_FORWARD@>
layout(location=RENDER_UTILS_ATTR_POSITION_ES) out vec4 _positionES;
<@endif@>
<@if not HIFI_USE_FORWARD@>
layout(location=RENDER_UTILS_ATTR_PREV_POSITION_CS) out vec4 _prevPositionCS;
<@endif@>
layout(location=RENDER_UTILS_ATTR_NORMAL_WS) out vec3 _normalWS;
layout(location=RENDER_UTILS_ATTR_TEXCOORD01) out vec4 _texCoord01;
// we're reusing the fade texcoord locations here:
layout(location=RENDER_UTILS_ATTR_FADE1) flat out vec4 _glyphBounds;
layout(location=RENDER_UTILS_ATTR_FADE2) flat out float _isTofu;
void main() {
_positionMS = inPosition.xy;
_texCoord01 = vec4(inTexCoord0.st, 0.0, 0.0);
_glyphBounds = inTexCoord1;
_isTofu = inTexCoord2.x;
vec4 position = inPosition;
// if we're in shadow mode, we need to move each subsequent quad slightly forward so it doesn't z-fight
// with the shadows of the letters before it
if (params.effect == 3) { // Shadow
const int VERTICES_PER_QUAD = 4; // must match value in Font.cpp
const float EPSILON = 0.001;
position.z += float(gl_VertexID / VERTICES_PER_QUAD) * EPSILON;
}
TransformCamera cam = getTransformCamera();
TransformObject obj = getTransformObject();
<@if HIFI_USE_FORWARD@>
<$transformModelToEyeAndClipPos(cam, obj, position, _positionES, gl_Position)$>
<@elif HIFI_USE_TRANSLUCENT@>
<$transformModelToEyeClipPosAndPrevClipPos(cam, obj, position, _positionES, gl_Position, _prevPositionCS)$>
<@else@>
<$transformModelToClipPosAndPrevClipPos(cam, obj, position, gl_Position, _prevPositionCS)$>
<@endif@>
const vec3 normal = vec3(0, 0, 1);
<$transformModelToWorldDir(obj, normal, _normalWS)$>
}