- Added resource manager
- Shader building now inspects the spir-v for descriptor sets and writes the info to the output binary
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#version 450
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layout(location = 0) in vec2 inTexCoord;
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layout(location = 1) in vec4 inColor;
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layout(location = 0) out vec4 outColor;
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layout(set = 2, binding = 0) uniform sampler2D msdf;
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layout(set = 3, binding = 0) uniform UBO
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{
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float pxRange;
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} ubo;
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float median(float r, float g, float b)
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{
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return max(min(r, g), min(max(r, g), b));
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}
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float screenPxRange()
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{
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vec2 unitRange = vec2(ubo.pxRange)/vec2(textureSize(msdf, 0));
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vec2 screenTexSize = vec2(1.0)/fwidth(inTexCoord);
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return max(0.5*dot(unitRange, screenTexSize), 1.0);
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}
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void main()
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{
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vec3 msd = texture(msdf, inTexCoord).rgb;
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float sd = median(msd.r, msd.g, msd.b);
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float screenPxDistance = screenPxRange() * (sd - 0.5);
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float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
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outColor = mix(vec4(0.0, 0.0, 0.0, 0.0), inColor, opacity);
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}
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