#version 460 #extension GL_GOOGLE_include_directive : enable #include "ui-shared.glsl" // One workgroup per 8×8 screen tile. Iterates every glyph in order; each // pixel keeps a local accumulator so order in the buffer == draw order. layout(push_constant) uniform PC { UIDispatchHeader hdr; uint fontTextureSlot; uint fontSamplerSlot; uint _p0; uint _p1; } pc; layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; // SDF tuning — must match Crafter::FontAtlas::kOnEdgeValue / kPixelDistScale. const float ON_EDGE = 128.0 / 255.0; const float DIST_SCALE = 32.0; void main() { ivec2 screenPx; if (!uiResolveScreenPixel(pc.hdr, screenPx)) return; vec4 dst = imageLoad(uiImages[pc.hdr.outImage], screenPx); vec2 sp = vec2(screenPx) + 0.5; for (uint i = 0u; i < pc.hdr.itemCount; ++i) { GlyphItem it = LoadGlpyhtem(pc.hdr.itemBuffer, i); vec2 lo = it.rect.xy; vec2 hi = it.rect.xy + it.rect.zw; if (sp.x < lo.x || sp.y < lo.y) continue; if (sp.x >= hi.x || sp.y >= hi.y) continue; vec2 t = (sp - it.rect.xy) / it.rect.zw; vec2 uv = mix(it.uv.xy, it.uv.zw, t); float sdf = texture( sampler2D(uiTextures[nonuniformEXT(pc.fontTextureSlot)], uiSamplers[nonuniformEXT(pc.fontSamplerSlot)]), uv ).r; // Distance in atlas-pixels (negative inside the glyph). float dAtlas = (ON_EDGE - sdf) * DIST_SCALE; // Atlas-px per screen-px along this glyph's transform — keeps AA crisp // at any rendering size. uvSpan * atlasSize / screenSpan. vec2 uvSpan = it.uv.zw - it.uv.xy; // FontAtlas::kAtlasSize = 1024. vec2 atlasPerScreen = (uvSpan * 1024.0) / it.rect.zw; float scalePx = max(atlasPerScreen.x, atlasPerScreen.y); // 1-screen-px AA band, expressed in atlas-pixel units of dAtlas. float band = max(scalePx, 0.0001); float a = clamp(0.5 - dAtlas / band, 0.0, 1.0); if (a <= 0.0) continue; vec4 src = vec4(it.color.rgb, it.color.a * a); dst = uiBlendOver(dst, src); } imageStore(uiImages[pc.hdr.outImage], screenPx, dst); }