Added glyph rendering using stb_truetype

This commit is contained in:
2026-03-22 12:42:24 +05:45
parent 9af832adf6
commit 9294a1699f
4 changed files with 405 additions and 6 deletions
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#version 450 core
#extension GL_ARB_texture_rectangle: enable
layout(location=1) uniform uint coverage_adjustment;
layout(location=2) uniform uint front_index; //gap buffer front
layout(binding = 0) uniform sampler2DRect glyph_atlas;
in vec2 tex_coords;
in flat vec4 color;
in flat float subpixel_shift;
in flat uint index_out;
layout(location = 0, index = 0) out vec4 fragment_color;
layout(location = 0, index = 1) out vec4 blend_weights;
void main (){
vec3 current = texelFetch(glyph_atlas, ivec2(tex_coords) + ivec2( 0, 0)).rgb;
vec3 previous = texelFetch(glyph_atlas, ivec2(tex_coords) + ivec2(-1, 0)).rgb;
float r = current.r, g = current.g, b = current.b;
if (subpixel_shift <= 1.0/3.0) {
float z = 3.0 * subpixel_shift;
r = mix(current.r, previous.b, z);
g = mix(current.g, current.r, z);
b = mix(current.b, current.g, z);
} else if (subpixel_shift <= 2.0/3.0) {
float z = 3.0 * subpixel_shift - 1.0;
r = mix(previous.b, previous.g, z);
g = mix(current.r, previous.b, z);
b = mix(current.g, current.r, z);
} else if (subpixel_shift < 1.0) {
float z = 3.0 * subpixel_shift - 2.0;
r = mix(previous.g, previous.r, z);
g = mix(previous.b, previous.g, z);
b = mix(current.r, previous.b, z);
}
vec3 pixel_coverages = vec3(r, g, b);
if(coverage_adjustment >= 0){
pixel_coverages = min(pixel_coverages * (1 + coverage_adjustment), 1);
}else{
pixel_coverages = max((1 - (1 - pixel_coverages) * (1 + -coverage_adjustment)), 0);
}
fragment_color = color * vec4(pixel_coverages, 1);
blend_weights = vec4(color.a * pixel_coverages, color.a);
}