Apply symbol shader changes from JS for Metal, Vulkan, and OpenGL (#3873)
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@@ -57,16 +57,22 @@ void main() {
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lowp vec4 color = fill_color;
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highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale);
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lowp float buff = (256.0 - 64.0) / 256.0;
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lowp float inner_edge = (256.0 - 64.0) / 256.0;
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if (u_is_halo) {
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color = halo_color;
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gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale);
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buff = (6.0 - halo_width / fontScale) / SDF_PX;
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inner_edge = inner_edge + gamma * gamma_scale;
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}
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lowp float dist = texture(u_texture, tex).a;
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highp float gamma_scaled = gamma * gamma_scale;
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highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
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highp float alpha = smoothstep(inner_edge - gamma_scaled, inner_edge + gamma_scaled, dist);
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if (u_is_halo) {
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// When drawing halos, we want the inside of the halo to be transparent as well
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// in case the text fill is transparent.
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lowp float halo_edge = (6.0 - halo_width / fontScale) / SDF_PX;
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alpha = min(smoothstep(halo_edge - gamma_scaled, halo_edge + gamma_scaled, dist), 1.0 - alpha);
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}
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fragColor = color * (alpha * opacity * fade_opacity);
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@@ -74,16 +74,22 @@ void main() {
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lowp vec4 color = fill_color;
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highp float gamma = EDGE_GAMMA / (fontScale * u_gamma_scale);
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lowp float buff = (256.0 - 64.0) / 256.0;
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lowp float inner_edge = (256.0 - 64.0) / 256.0;
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if (u_is_halo) {
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color = halo_color;
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gamma = (halo_blur * 1.19 / SDF_PX + EDGE_GAMMA) / (fontScale * u_gamma_scale);
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buff = (6.0 - halo_width / fontScale) / SDF_PX;
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inner_edge = inner_edge + gamma * gamma_scale;
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}
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lowp float dist = texture(u_texture, tex).a;
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highp float gamma_scaled = gamma * gamma_scale;
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highp float alpha = smoothstep(buff - gamma_scaled, buff + gamma_scaled, dist);
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highp float alpha = smoothstep(inner_edge - gamma_scaled, inner_edge + gamma_scaled, dist);
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if (u_is_halo) {
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// When drawing halos, we want the inside of the halo to be transparent as well
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// in case the text fill is transparent.
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lowp float halo_edge = (6.0 - halo_width / fontScale) / SDF_PX;
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alpha = min(smoothstep(halo_edge - gamma_scaled, halo_edge + gamma_scaled, dist), 1.0 - alpha);
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}
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fragColor = color * (alpha * opacity * fade_opacity);
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