|
| 1 | +// Signed Distance Field Vector Texture Rendering |
| 2 | +// |
| 3 | +// This shader implements: |
| 4 | +// - Alpha testing with distance field threshold |
| 5 | +// - Soft edge antialiasing |
| 6 | +// - Outlining |
| 7 | +// - Outer glow / drop shadows |
| 8 | +// - Multi-channel support for sharp corners |
| 9 | + |
| 10 | +#version 450 |
| 11 | + |
| 12 | +layout(location = 0) in vec2 v_texCoord; |
| 13 | +layout(location = 0) out vec4 fragColor; |
| 14 | + |
| 15 | +// SDF texture sampler |
| 16 | +layout(binding = 0) uniform sampler2D sdfTexture; |
| 17 | + |
| 18 | +// Base color texture (optional - can use uniform color instead) |
| 19 | +layout(binding = 1) uniform sampler2D baseColorTexture; |
| 20 | + |
| 21 | +// Uniforms |
| 22 | +layout(binding = 2) uniform SDFParams { |
| 23 | + // Alpha testing |
| 24 | + float alphaThreshold; // Default: 0.5 (edge position) |
| 25 | + bool useAlphaTest; // Use simple alpha test instead of soft edges |
| 26 | + |
| 27 | + // Soft edges / antialiasing |
| 28 | + bool useSoftEdges; |
| 29 | + float softEdgeMin; // Distance threshold for soft edge start |
| 30 | + float softEdgeMax; // Distance threshold for soft edge end |
| 31 | + |
| 32 | + // Outlining |
| 33 | + bool useOutline; |
| 34 | + float outlineMinValue0; // Inner outline threshold |
| 35 | + float outlineMinValue1; // Inner outline fade start |
| 36 | + float outlineMaxValue0; // Outer outline fade end |
| 37 | + float outlineMaxValue1; // Outer outline threshold |
| 38 | + vec4 outlineColor; // Outline color |
| 39 | + |
| 40 | + // Outer glow / drop shadow |
| 41 | + bool useOuterGlow; |
| 42 | + vec2 glowUVOffset; // Offset for glow/shadow lookup |
| 43 | + float outerGlowMinDValue; // Minimum distance for glow |
| 44 | + float outerGlowMaxDValue; // Maximum distance for glow |
| 45 | + vec4 outerGlowColor; // Glow/shadow color |
| 46 | + |
| 47 | + // Base color (used if baseColorTexture is not bound) |
| 48 | + vec4 baseColor; |
| 49 | + |
| 50 | + // Multi-channel SDF for sharp corners |
| 51 | + bool useMultiChannel; // Use multi-channel SDF (AND operation) |
| 52 | + int channelCount; // Number of channels to use (1-4) |
| 53 | + |
| 54 | + // Screen-space derivatives for adaptive antialiasing |
| 55 | + bool useAdaptiveAA; // Use screen-space derivatives for adaptive AA |
| 56 | +} sdfParams; |
| 57 | + |
| 58 | +// Default values |
| 59 | +const float DEFAULT_ALPHA_THRESHOLD = 0.5; |
| 60 | +const float DEFAULT_SOFT_EDGE_MIN = 0.45; |
| 61 | +const float DEFAULT_SOFT_EDGE_MAX = 0.55; |
| 62 | +const float DEFAULT_OUTLINE_MIN_0 = 0.48; |
| 63 | +const float DEFAULT_OUTLINE_MIN_1 = 0.49; |
| 64 | +const float DEFAULT_OUTLINE_MAX_0 = 0.51; |
| 65 | +const float DEFAULT_OUTLINE_MAX_1 = 0.52; |
| 66 | + |
| 67 | +void main() { |
| 68 | + // Sample the SDF texture |
| 69 | + vec4 sdfSample = texture(sdfTexture, v_texCoord); |
| 70 | + |
| 71 | + // Extract distance field value(s) |
| 72 | + float distAlphaMask = sdfSample.a; // Primary distance field in alpha channel |
| 73 | + |
| 74 | + // Multi-channel SDF for sharp corners (AND operation) |
| 75 | + if (sdfParams.useMultiChannel) { |
| 76 | + if (sdfParams.channelCount >= 2) { |
| 77 | + distAlphaMask = min(distAlphaMask, sdfSample.r); |
| 78 | + } |
| 79 | + if (sdfParams.channelCount >= 3) { |
| 80 | + distAlphaMask = min(distAlphaMask, sdfSample.g); |
| 81 | + } |
| 82 | + if (sdfParams.channelCount >= 4) { |
| 83 | + distAlphaMask = min(distAlphaMask, sdfSample.b); |
| 84 | + } |
| 85 | + } |
| 86 | + |
| 87 | + // Adaptive antialiasing using screen-space derivatives |
| 88 | + float softEdgeMin = sdfParams.softEdgeMin; |
| 89 | + float softEdgeMax = sdfParams.softEdgeMax; |
| 90 | + |
| 91 | + if (sdfParams.useAdaptiveAA) { |
| 92 | + // Calculate texture coordinate derivatives |
| 93 | + vec2 texSize = vec2(textureSize(sdfTexture, 0)); |
| 94 | + float dx = max(abs(dFdx(v_texCoord.x * texSize.x)), 0.001); |
| 95 | + float dy = max(abs(dFdy(v_texCoord.y * texSize.y)), 0.001); |
| 96 | + float dxy = max(dx, dy); |
| 97 | + |
| 98 | + // Widen soft region when texture is minified to reduce aliasing |
| 99 | + float scale = max(1.0 / dxy, 1.0); |
| 100 | + float softWidth = (softEdgeMax - softEdgeMin) * scale; |
| 101 | + float center = (softEdgeMin + softEdgeMax) * 0.5; |
| 102 | + softEdgeMin = center - softWidth * 0.5; |
| 103 | + softEdgeMax = center + softWidth * 0.5; |
| 104 | + } |
| 105 | + |
| 106 | + // Sample base color |
| 107 | + vec4 baseColor = sdfParams.baseColor; |
| 108 | + if (textureSize(baseColorTexture, 0).x > 0) { |
| 109 | + baseColor = texture(baseColorTexture, v_texCoord) * sdfParams.baseColor; |
| 110 | + } |
| 111 | + |
| 112 | + // Apply outlining |
| 113 | + if (sdfParams.useOutline) { |
| 114 | + if (distAlphaMask >= sdfParams.outlineMinValue0 && |
| 115 | + distAlphaMask <= sdfParams.outlineMaxValue0) { |
| 116 | + |
| 117 | + float oFactor = 1.0; |
| 118 | + |
| 119 | + // Fade in from inner edge |
| 120 | + if (distAlphaMask <= sdfParams.outlineMinValue1) { |
| 121 | + oFactor = smoothstep( |
| 122 | + sdfParams.outlineMinValue0, |
| 123 | + sdfParams.outlineMinValue1, |
| 124 | + distAlphaMask |
| 125 | + ); |
| 126 | + } |
| 127 | + // Fade out to outer edge |
| 128 | + else { |
| 129 | + oFactor = smoothstep( |
| 130 | + sdfParams.outlineMaxValue1, |
| 131 | + sdfParams.outlineMaxValue0, |
| 132 | + distAlphaMask |
| 133 | + ); |
| 134 | + } |
| 135 | + |
| 136 | + baseColor = mix(baseColor, sdfParams.outlineColor, oFactor); |
| 137 | + } |
| 138 | + } |
| 139 | + |
| 140 | + // Apply soft edges / antialiasing |
| 141 | + if (sdfParams.useSoftEdges) { |
| 142 | + baseColor.a *= smoothstep(softEdgeMin, softEdgeMax, distAlphaMask); |
| 143 | + } else if (sdfParams.useAlphaTest) { |
| 144 | + // Simple alpha test (binary on/off) |
| 145 | + baseColor.a = (distAlphaMask >= sdfParams.alphaThreshold) ? 1.0 : 0.0; |
| 146 | + } else { |
| 147 | + // Default: use distance field directly as alpha |
| 148 | + baseColor.a = distAlphaMask; |
| 149 | + } |
| 150 | + |
| 151 | + // Apply outer glow / drop shadow |
| 152 | + if (sdfParams.useOuterGlow) { |
| 153 | + vec4 glowTexel = texture(sdfTexture, v_texCoord + sdfParams.glowUVOffset); |
| 154 | + float glowDist = glowTexel.a; |
| 155 | + |
| 156 | + // Multi-channel support for glow |
| 157 | + if (sdfParams.useMultiChannel) { |
| 158 | + if (sdfParams.channelCount >= 2) { |
| 159 | + glowDist = min(glowDist, glowTexel.r); |
| 160 | + } |
| 161 | + if (sdfParams.channelCount >= 3) { |
| 162 | + glowDist = min(glowDist, glowTexel.g); |
| 163 | + } |
| 164 | + if (sdfParams.channelCount >= 4) { |
| 165 | + glowDist = min(glowDist, glowTexel.b); |
| 166 | + } |
| 167 | + } |
| 168 | + |
| 169 | + float glowFactor = smoothstep( |
| 170 | + sdfParams.outerGlowMinDValue, |
| 171 | + sdfParams.outerGlowMaxDValue, |
| 172 | + glowDist |
| 173 | + ); |
| 174 | + |
| 175 | + vec4 glowColor = sdfParams.outerGlowColor * glowFactor; |
| 176 | + |
| 177 | + // Blend glow behind the main shape |
| 178 | + float maskUsed = (baseColor.a > 0.0) ? 1.0 : 0.0; |
| 179 | + baseColor = mix(glowColor, baseColor, maskUsed); |
| 180 | + } |
| 181 | + |
| 182 | + fragColor = baseColor; |
| 183 | +} |
0 commit comments