uniform sampler2D tex;
uniform float smoothness;
+uniform float height;
+
+varying vec2 local_pt;
+
+void gradcurves(float t, out float over, out float under);
+
+#define HALF_PI 1.570796326794897
void main()
{
float glyph = smoothstep(0.47 - smoothness, 0.47 + smoothness, dist);
float outline = smoothstep(0.54 - smoothness, 0.54 + smoothness, dist);
- float beveldot = max(dot(grad, normalize(vec2(1.0, 1.0))), 0.0);
- vec3 bevelcol = mix(vec3(0.05, 0.1, 0.6), vec3(1.0, 0.2, 0.8), beveldot);
+ // --- face gradients ---
+ float t = local_pt.y / height;
+
+ float c_over, c_under;
+ float tlow = min(2.0 * t, 1.0);
+ gradcurves(tlow, c_over, c_under);
+ vec3 color_low = vec3(c_over, c_under, c_over);
+
+ float thigh = max(2.0 * t - 1.0, 0.0);
+ gradcurves(thigh, c_over, c_under);
+ vec3 color_high = vec3(c_under, c_under, c_over);
+
+ vec3 color = mix(color_low, color_high, step(0.5, t));
- gl_FragColor.rgb = mix(bevelcol, vec3(1.0), outline);
+ // --- bevel gradients ---
+ float bv_shade = mod(1.0 * dot(grad, normalize(vec2(1.0, 1.0))) * 0.5 + 0.5, 1.0);
+
+ gradcurves(1.0 - bv_shade, c_over, c_under);
+ vec3 bv_col = vec3(c_under, c_under, c_over);
+
+ gl_FragColor.rgb = mix(bv_col, color, outline);
gl_FragColor.a = glyph;
}
+
+void gradcurves(float t, out float over, out float under)
+{
+ over = cos(t * HALF_PI);
+ under = cos(t * HALF_PI + HALF_PI) + 1.0;
+}
dtx_prepare_range(fat_font, FAT_FONT_SZ * 8, 32, 127);
dtx_calc_font_distfield(fat_font, 1, 8);
dtx_save_glyphmap("data/fat.glyphmap", dtx_get_glyphmap(fat_font, 0));
- dtx_use_font(fat_font, FAT_FONT_SZ);
}
+ dtx_use_font(fat_font, FAT_FONT_SZ);
if(!(font_sdr = create_program_load("sdr/dfont.v.glsl", "sdr/dfont.p.glsl"))) {
return false;
glMultMatrixf(xform[0]);
glUseProgram(font_sdr);
+ set_uniform_float(font_sdr, "height", dtx_line_height());
dtx_string(node->path.get_name());
glPopMatrix();