struct HudUniforms {
projection: mat4x4<f32>,
color: vec4<f32>,
outline_color: vec4<f32>,
outline_width: f32,
depth: f32,
_padding: vec2<f32>,
}
@group(0) @binding(0) var<uniform> uniforms: HudUniforms;
@group(1) @binding(0) var font_texture: texture_2d<f32>;
@group(1) @binding(1) var font_sampler: sampler;
@group(1) @binding(2) var<storage, read> character_colors: array<vec4<f32>>;
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) @interpolate(flat) character_index: u32,
}
@vertex
fn vs_main(vertex: VertexInput) -> VertexOutput {
var output: VertexOutput;
output.position = uniforms.projection * vec4<f32>(vertex.position.xy, vertex.position.z, 1.0);
output.position.z = uniforms.depth;
output.tex_coords = vertex.tex_coords;
output.character_index = vertex.character_index;
return output;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
let distance = textureSample(font_texture, font_sampler, input.tex_coords).r;
let grad = vec2<f32>(dpdx(distance), dpdy(distance));
let smoothing = length(grad) * 0.5;
let alpha_base = smoothstep(0.5 - smoothing, 0.5 + smoothing, distance);
let char_color = character_colors[input.character_index];
let use_override = char_color.a > 0.0;
let base_color = select(uniforms.color, char_color, use_override);
if uniforms.outline_width > 0.0 {
let outline_threshold = 0.5 - uniforms.outline_width;
let alpha_outline = smoothstep(outline_threshold - smoothing, outline_threshold + smoothing, distance);
let final_color = mix(uniforms.outline_color, base_color, alpha_base / alpha_outline);
return vec4<f32>(final_color.rgb, final_color.a * alpha_outline);
} else {
return vec4<f32>(base_color.rgb, base_color.a * alpha_base);
}
}