diff --git a/src/render/unified/shader.wgsl b/src/render/unified/shader.wgsl index 3aac721a0c798a032e70f5400905a0753a5c9705..d68144ae03072c5a50b2d0f19db093084ecd4d3e 100644 --- a/src/render/unified/shader.wgsl +++ b/src/render/unified/shader.wgsl @@ -61,6 +61,25 @@ fn sdRoundBox(p: vec2<f32>, b: vec2<f32>, r: f32) -> f32 { return min(max(q.x, q.y), 0.0) + length(max(q, vec2<f32>(0.0))) - r; } +fn median3(v: vec3<f32>) -> f32 { + return max(min(v.x, v.y), min(max(v.x, v.y), v.z)); +} + +fn sample_sdf(coords: vec2<f32>, arr: i32, scale: f32) -> f32 { + let sample = textureSample(font_texture, font_sampler, vec2(coords.xy), arr); + return clamp((median3(sample.rgb) - 0.5) * scale + 0.5, 0., 1.); +} + +fn sample_subpixel(coords: vec2<f32>, dim: vec2<f32>, arr: i32, scale: f32) -> f32 { + return 0.2 * ( + sample_sdf(coords.xy, arr, scale) + + sample_sdf(coords.xy + vec2(-dim.x, dim.y) / 3., arr, scale) + + sample_sdf(coords.xy + vec2(-dim.x, -dim.y) / 3., arr, scale) + + sample_sdf(coords.xy + vec2(dim.x, dim.y) / 3., arr, scale) + + sample_sdf(coords.xy + vec2(dim.x, -dim.y) / 3., arr, scale) + ); +} + @fragment fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { if quad_type.t == 0 { @@ -77,14 +96,18 @@ fn fragment(in: VertexOutput) -> @location(0) vec4<f32> { return vec4<f32>(in.color.rgb, rect_dist * in.color.a); } if quad_type.t == 1 { - var px_range = 5.0; + var px_range = 5.; var tex_dimensions = textureDimensions(font_texture); - var msdf_unit = vec2<f32>(px_range, px_range) / vec2<f32>(f32(tex_dimensions.x), f32(tex_dimensions.y)); - var x = textureSample(font_texture, font_sampler, vec2<f32>(in.uv.x, 1.0 - in.uv.y), i32(in.uv.z)); - var v = max(min(x.r, x.g), min(max(x.r, x.g), x.b)); - var sig_dist = (v - 0.5) * dot(msdf_unit, 0.5 / fwidth(in.uv.xy)); - var a = clamp(sig_dist + 0.5, 0.0, 1.0); - return vec4<f32>(in.color.rgb, a); + var msdf_unit = vec2(px_range, px_range) / vec2(f32(tex_dimensions.x), f32(tex_dimensions.y)); + let scale = dot(msdf_unit, 0.5 / fwidth(in.uv.xy)); + let subpixel_dimensions = vec2(fwidth(in.uv.x) / 3., fwidth(in.uv.y)); + + let red = sample_subpixel(vec2(in.uv.x - subpixel_dimensions.x, 1. - in.uv.y), subpixel_dimensions, i32(in.uv.z), scale); + let green = sample_subpixel(vec2(in.uv.x, 1. - in.uv.y), subpixel_dimensions, i32(in.uv.z), scale); + let blue = sample_subpixel(vec2(in.uv.x + subpixel_dimensions.x, 1. - in.uv.y), subpixel_dimensions, i32(in.uv.z), scale); + let alpha = (red + green + blue) / 3.; + + return vec4(red * in.color.r, green * in.color.g, blue * in.color.b, alpha); } if quad_type.t == 2 { var bs = min(in.border_radius, min(in.size.x, in.size.y));