$input v_color0, v_texcoord0 #include "../../common/common.sh" SAMPLERCUBE(u_texColor, 0); uniform float u_inverse_gamma; void main() { int index = int(v_texcoord0.w*4.0 + 0.5); vec3 dx3 = dFdx(v_texcoord0.xyz); vec3 dy3 = dFdy(v_texcoord0.xyz); vec3 decal = 0.166667 * dx3; vec3 sampleLeft = v_texcoord0.xyz - decal; vec3 sampleRight = v_texcoord0.xyz + decal; float left_dist = textureCube(u_texColor, sampleLeft).bgra[index]; float right_dist = textureCube(u_texColor, sampleRight).bgra[index]; //vec3 centerUV = 0.5 * (sampleLeft + sampleRight); //float dist = textureCube(u_texColor, centerUV).bgra[index]; float dist = 0.5 * (left_dist + right_dist); float dx = length(dx3); float dy = length(dy3); float w = 16.0*0.5*(dx+dy); vec3 sub_color = smoothstep(0.5 -w, 0.5 + w, vec3(left_dist, dist, right_dist)); gl_FragColor.rgb = sub_color*v_color0.a; //gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(u_inverse_gamma,u_inverse_gamma,u_inverse_gamma)); gl_FragColor.a = dist*v_color0.a; //AR,AG,AB are the intensities gotten from the subpixel rendering engine. //BR,BG,BB are the old background pixels. //DR,DG,DB are the new background pixels. //DR = A*AR*R + (1-(A*AR))*BR //DG = A*AG*G + (1-(A*AG))*BG //DB = A*AB*B + (1-(A*AB))*BB }