struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) tex_coords: vec2<f32>,
@location(2) character_index: u32,
};
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) tex_coords: vec2<f32>,
@location(1) world_pos: vec3<f32>,
@location(2) @interpolate(flat) character_index: u32,
};
struct Uniforms {
view: mat4x4<f32>,
projection: mat4x4<f32>,
camera_position: vec4<f32>,
};
struct TextUniforms {
model: mat4x4<f32>,
color: vec4<f32>,
outline_color: vec4<f32>,
outline_width: f32,
smoothing: f32,
_padding: vec2<f32>,
};
@group(0) @binding(0)
var<uniform> uniforms: Uniforms;
@group(1) @binding(0)
var<uniform> text_uniforms: TextUniforms;
@group(2) @binding(0)
var font_texture: texture_2d<f32>;
@group(2) @binding(1)
var font_sampler: sampler;
@group(2) @binding(2)
var<storage, read> character_colors: array<vec4<f32>>;
fn median(r: f32, g: f32, b: f32) -> f32 {
return max(min(r, g), min(max(r, g), b));
}
@vertex
fn vs_main(in: VertexInput) -> VertexOutput {
var out: VertexOutput;
let world_position = text_uniforms.model * vec4<f32>(in.position, 1.0);
out.world_pos = world_position.xyz;
out.position = uniforms.projection * uniforms.view * world_position;
out.tex_coords = in.tex_coords;
out.character_index = in.character_index;
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
let msd = textureSample(font_texture, font_sampler, in.tex_coords);
let sd = median(msd.r, msd.g, msd.b);
let px_range = 8.0;
let tex_dims = vec2<f32>(textureDimensions(font_texture));
let unit_range = vec2<f32>(px_range) / tex_dims;
let screen_tex_size = vec2<f32>(1.0) / fwidth(in.tex_coords);
let screen_px_range = max(0.5 * dot(unit_range, screen_tex_size), 1.0);
let screen_px_distance = screen_px_range * (sd - 0.5);
let alpha = clamp(screen_px_distance + 0.5, 0.0, 1.0);
let char_color = character_colors[in.character_index];
let use_override = char_color.a > 0.0;
var base_color = select(text_uniforms.color, char_color, use_override);
var final_color = base_color;
if (text_uniforms.outline_width > 0.0) {
let sd_outline = min(msd.r, min(msd.g, msd.b));
let outline_threshold = 0.5 - text_uniforms.outline_width;
let outline_screen_dist = screen_px_range * (sd_outline - outline_threshold);
let alpha_outline = clamp(outline_screen_dist + 0.5, 0.0, 1.0);
let inner_mix = clamp(alpha / max(alpha_outline, 0.001), 0.0, 1.0);
final_color = vec4<f32>(
mix(text_uniforms.outline_color.rgb, base_color.rgb, inner_mix),
mix(text_uniforms.outline_color.a, base_color.a, inner_mix) * alpha_outline,
);
} else {
final_color.a *= alpha;
}
if (final_color.a < 0.01) {
discard;
}
return final_color;
}