Text rendering
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@@ -16,11 +16,18 @@ float sdfCoverage(float2 uv, float edge, float aa)
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return smoothstep(edge - aa, edge + aa, distance);
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}
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float coverage(float distance, float edge, float aa)
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{
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return smoothstep(edge - aa, edge + aa, distance);
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}
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float4 shadeVideo(ShaderContext context)
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{
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float2 resolution = max(context.outputResolution, float2(1.0, 1.0));
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float aspect = resolution.x / resolution.y;
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float2 textSize = float2(0.72 * scale, 0.09 * scale * aspect);
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float textHeight = 0.09 * scale * aspect;
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float textWidth = textHeight * max(titleTextTextureAspect, 0.01) / aspect;
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float2 textSize = float2(textWidth, textHeight);
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float2 safeTextSize = max(textSize, float2(0.0001, 0.0001));
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float2 textUv = (context.uv - position) / safeTextSize;
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bool insideTextRect = textUv.x >= 0.0 && textUv.x <= 1.0 && textUv.y >= 0.0 && textUv.y <= 1.0;
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@@ -30,20 +37,15 @@ float4 shadeVideo(ShaderContext context)
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float aa = max(fwidth(distance) * (1.75 + softness * 5.0), 0.0025);
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float2 pixelTextUv = (1.0 / resolution) / safeTextSize;
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float2 sampleOffset = pixelTextUv * 0.38;
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float msdfDistance = sampleTitleTextMsdf(textUv);
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float fill = (
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sdfCoverage(textUv, edge, aa) * 2.0 +
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sdfCoverage(textUv + float2(sampleOffset.x, sampleOffset.y), edge, aa) +
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sdfCoverage(textUv + float2(-sampleOffset.x, sampleOffset.y), edge, aa) +
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sdfCoverage(textUv + float2(sampleOffset.x, -sampleOffset.y), edge, aa) +
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sdfCoverage(textUv + float2(-sampleOffset.x, -sampleOffset.y), edge, aa)) / 6.0;
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float outlineDistance = outlineWidth * 0.16;
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float outlineEdge = edge - outlineDistance;
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float outline = (
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sdfCoverage(textUv, outlineEdge, aa) * 2.0 +
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sdfCoverage(textUv + float2(sampleOffset.x, sampleOffset.y), outlineEdge, aa) +
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sdfCoverage(textUv + float2(-sampleOffset.x, sampleOffset.y), outlineEdge, aa) +
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sdfCoverage(textUv + float2(sampleOffset.x, -sampleOffset.y), outlineEdge, aa) +
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sdfCoverage(textUv + float2(-sampleOffset.x, -sampleOffset.y), outlineEdge, aa)) / 6.0;
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coverage(msdfDistance, edge, aa) * 2.0 +
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coverage(sampleTitleTextMsdf(textUv + float2(sampleOffset.x, sampleOffset.y)), edge, aa) +
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coverage(sampleTitleTextMsdf(textUv + float2(-sampleOffset.x, sampleOffset.y)), edge, aa) +
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coverage(sampleTitleTextMsdf(textUv + float2(sampleOffset.x, -sampleOffset.y)), edge, aa) +
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coverage(sampleTitleTextMsdf(textUv + float2(-sampleOffset.x, -sampleOffset.y)), edge, aa)) / 6.0;
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float outlineEdge = edge - min(outlineWidth * 0.7, 0.48);
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float outline = coverage(distance, outlineEdge, aa);
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float outlineAlpha = saturate(outline - fill) * outlineColor.a;
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float fillAlpha = fill * fillColor.a;
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float textAlpha = max(fillAlpha, outlineAlpha);
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