mame/3rdparty/bgfx/tools/texturev/fs_texture_msdf.sc
Julian Sikorski 0837e7451a WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6

* Sync with bx upstream revision d60912b

* Sync with bimg upstream revision bd81f60

* Add astc-codec decoder

* Rename VertexDecl to VertexLayout

* Rename UniformType enum Int1 to Sampler.

* Add NVN stub

* Fix unused-const-variable error on macOS

* Drop redundant explicit language parameters
buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only
applied to objective c++ files. As such, hardcoding -x offers no benefit while
preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on
macOS) from working.

* Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning

* Build bgfx as Objective-C++ on macOS
It is needed due to included headers

* Enable Direct3D12 and Vulkan bgfx rendering backends

* Enable building of spirv shaders

* Properly escape /c in cmd call

* Comment out dx12 bgfx renderer

* Honor VERBOSE setting during shaders build

* Only invert hlsl shader XYZ_TO_sRGB matrix for opengl

* Add spirv shaders

* OpenGL ES needs transposed matrix too

* Metal needs transposed matrix as well
2019-10-13 07:50:38 -04:00

26 lines
646 B
Scala

$input v_texcoord0, v_color0
/*
* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "common.sh"
SAMPLER2D(s_texColor, 0);
float median(vec3 _val)
{
return max(min(_val.x, _val.y), min(max(_val.x, _val.y), _val.z) );
}
void main() {
vec4 bgColor = vec4(0.0, 0.0, 0.0, 0.0);
vec4 fgColor = vec4(1.0, 1.0, 1.0, 1.0);
vec3 sample = texture2DLod(s_texColor, v_texcoord0.xy, u_textureLod).xyz;
float sigDist = median(sample) - 0.5;
float opacity = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
gl_FragColor = mix(bgColor, fgColor, opacity);
}