/
msdf.js
61 lines (56 loc) · 1.9 KB
/
msdf.js
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var assign = require('object-assign');
module.exports = function createMSDFShader (opt) {
opt = opt || {};
var opacity = typeof opt.opacity === 'number' ? opt.opacity : 1;
var alphaTest = typeof opt.alphaTest === 'number' ? opt.alphaTest : 0.0001;
var precision = opt.precision || 'highp';
var color = opt.color;
var map = opt.map;
var negate = typeof opt.negate === 'boolean' ? opt.negate : true;
// remove to satisfy r73
delete opt.map;
delete opt.color;
delete opt.precision;
delete opt.opacity;
delete opt.negate;
return assign({
uniforms: {
opacity: { type: 'f', value: opacity },
map: { type: 't', value: map || new THREE.Texture() },
color: { type: 'c', value: new THREE.Color(color) }
},
vertexShader: [
'attribute vec2 uv;',
'attribute vec4 position;',
'uniform mat4 projectionMatrix;',
'uniform mat4 modelViewMatrix;',
'varying vec2 vUv;',
'void main() {',
'vUv = uv;',
'gl_Position = projectionMatrix * modelViewMatrix * position;',
'}'
].join('\n'),
fragmentShader: [
'#ifdef GL_OES_standard_derivatives',
'#extension GL_OES_standard_derivatives : enable',
'#endif',
'precision ' + precision + ' float;',
'uniform float opacity;',
'uniform vec3 color;',
'uniform sampler2D map;',
'varying vec2 vUv;',
'float median(float r, float g, float b) {',
' return max(min(r, g), min(max(r, g), b));',
'}',
'void main() {',
' vec3 sample = ' + (negate ? '1.0 - ' : '') + 'texture2D(map, vUv).rgb;',
' float sigDist = median(sample.r, sample.g, sample.b) - 0.5;',
' float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);',
' gl_FragColor = vec4(color.xyz, alpha * opacity);',
alphaTest === 0
? ''
: ' if (gl_FragColor.a < ' + alphaTest + ') discard;',
'}'
].join('\n')
}, opt);
};