#version 450 layout(set = 1, binding = 0) uniform sampler2D msdf; layout(location = 0) in vec2 inTexCoord; layout(location = 1) in vec4 inColor; layout(location = 0) out vec4 outColor; layout(binding = 0, set = 3) uniform UBO { float pxRange; } ubo; float median(float r, float g, float b) { return max(min(r, g), min(max(r, g), b)); } float screenPxRange() { vec2 unitRange = vec2(ubo.pxRange)/vec2(textureSize(msdf, 0)); vec2 screenTexSize = vec2(1.0)/fwidth(inTexCoord); return max(0.5*dot(unitRange, screenTexSize), 1.0); } void main() { vec3 msd = texture(msdf, inTexCoord).rgb; float sd = median(msd.r, msd.g, msd.b); float screenPxDistance = screenPxRange() * (sd - 0.5); float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0); outColor = mix(vec4(0.0, 0.0, 0.0, 0.0), inColor, opacity); }