diff options
Diffstat (limited to 'Shaders')
| -rw-r--r-- | Shaders/STT_text.cginc | 36 |
1 files changed, 11 insertions, 25 deletions
diff --git a/Shaders/STT_text.cginc b/Shaders/STT_text.cginc index dae613b..85c4a1b 100644 --- a/Shaders/STT_text.cginc +++ b/Shaders/STT_text.cginc @@ -99,7 +99,7 @@ float4 GetLetter(float2 uv) { bool is_emote = false; if (letter < 0xE000) { - letter_uv = GetLetterUV(uv, letter % 0x2000, TEXTURE_NCOLS, TEXTURE_NROWS, BOARD_NCOLS, BOARD_NROWS, /*margin=*/0.02); + letter_uv = GetLetterUV(uv, letter % 0x2000, TEXTURE_NCOLS, TEXTURE_NROWS, BOARD_NCOLS, BOARD_NROWS, /*margin=*/0); } else { is_emote = true; texture_cols = 16.0; @@ -110,58 +110,44 @@ float4 GetLetter(float2 uv) { bool discard_text = (letter_uv.x == -1) * (letter_uv.y == -1); - // We use ddx/ddy to get the correct mipmaps of the font textures. This - // confers 2 main benefits: - // 1. We don't use as much VRAM for distant players. - // 2. Glyphs anti-alias much more nicely. - const float iddx = ddx(letter_uv.x); - const float iddy = ddy(letter_uv.y); - - bool add_dithering = Enable_Dithering * !is_emote; - // Add noise to UV. - // Here, iddx and iddy tell us how big the current UV cell is with respect to - // screen space (i.e. how many pixels wide it is). - float noise = frac(prng(letter_uv) + _Time[0]); - letter_uv.x += lerp(0, (noise - 0.5) * iddx / 4.0, add_dithering); - letter_uv.y += lerp(0, (noise - 0.5) * iddy / 4.0, add_dithering); + const float iddx = ddx(uv.x); + const float iddy = ddy(uv.y); float4 text = float4(0, 0, 0, 0); int which_texture = (int) floor(letter / (uint) (64 * 128)); [forcecase] switch (which_texture) { case 0: - // Divide iddx, iddy by 2.0 to remain on a higher-detail mip level for - // longer. text = _Font_0x0000_0x1FFF.SampleGrad(linear_clamp_sampler, - letter_uv, iddx / 2.0, iddy / 2.0); + letter_uv, iddx, iddy); break; case 1: text = _Font_0x2000_0x3FFF.SampleGrad(linear_clamp_sampler, - letter_uv, iddx / 2.0, iddy / 2.0); + letter_uv, iddx, iddy); break; case 2: text = _Font_0x4000_0x5FFF.SampleGrad(linear_clamp_sampler, - letter_uv, iddx / 2.0, iddy / 2.0); + letter_uv, iddx, iddy); break; case 3: text = _Font_0x6000_0x7FFF.SampleGrad(linear_clamp_sampler, - letter_uv, iddx / 2.0, iddy / 2.0); + letter_uv, iddx, iddy); break; case 4: text = _Font_0x8000_0x9FFF.SampleGrad(linear_clamp_sampler, - letter_uv, iddx / 2.0, iddy / 2.0); + letter_uv, iddx, iddy); break; case 5: text = _Font_0xA000_0xBFFF.SampleGrad(linear_clamp_sampler, - letter_uv, iddx / 2.0, iddy / 2.0); + letter_uv, iddx, iddy); break; case 6: text = _Font_0xC000_0xDFFF.SampleGrad(linear_clamp_sampler, - letter_uv, iddx / 2.0, iddy / 2.0); + letter_uv, iddx, iddy); break; case 7: text = _Img_0xE000_0xE03F.SampleGrad(linear_clamp_sampler, - letter_uv, iddx / 2.0, iddy / 2.0); + letter_uv, iddx, iddy); break; default: // Return some distinctive pattern that will look like a bug. |
