61 lines
1.6 KiB
GLSL
61 lines
1.6 KiB
GLSL
// #type vertex
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#version 460 core
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uniform mat4 u_Projection;
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uniform mat4 u_View;
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layout (location = 0) in vec4 a_Position;
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layout (location = 1) in vec2 a_UV;
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layout (location = 2) in vec4 a_Color;
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layout (location = 3) in int a_AtlasId;
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layout (location = 4) in vec2 a_UnitRange;
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layout (location = 5) in mat4 a_Model;
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layout (location = 0) out vec4 o_Color;
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layout (location = 1) out vec2 o_UV;
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layout (location = 2) flat out int o_AtlasId;
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layout (location = 3) flat out vec2 o_UnitRange;
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void main()
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{
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o_Color = a_Color;
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o_UV = a_UV;
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o_AtlasId = a_AtlasId;
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o_UnitRange = a_UnitRange;
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gl_Position = u_Projection * u_View * a_Model * a_Position;
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}
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// #type fragment
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#version 460 core
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uniform sampler2D u_Atlas[16];
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layout (location = 0) in vec4 i_Color;
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layout (location = 1) in vec2 i_UV;
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layout (location = 2) flat in int i_AtlasId;
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layout (location = 3) flat in vec2 i_UnitRange;
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layout (location = 0) out vec4 FragColor;
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float median(float r, float g, float b) {
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return max(min(r, g), min(max(r, g), b));
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}
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float screenPxRange() {
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vec2 screenTexSize = vec2(1.0) / fwidth(i_UV);
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return max(0.5 * dot(i_UnitRange, screenTexSize), 1.0);
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}
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void main()
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{
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vec3 msd = texture(u_Atlas[i_AtlasId], i_UV).rgb;
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float sd = median(msd.r, msd.g, msd.b);
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float screenPxDistance = screenPxRange() * (sd - 0.5);
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float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
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// this is a temporary solution for TODO: fix depth test self discard on overlap
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if (opacity == 0.0) {
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discard;
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}
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FragColor = mix(vec4(0), i_Color, opacity);
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} |