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Fix SDF font outline sizes. (#435)
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1 changed files with 2 additions and 2 deletions
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@ -90,7 +90,7 @@ float4 SampleSdfFont(float4 color, Texture2D<float4> texture, float2 uv, float2
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float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
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float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
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float sd = median(textureColor.r, textureColor.g, textureColor.b) - 0.5;
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float sd = median(textureColor.r, textureColor.g, textureColor.b) - 0.5;
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float screenPxDistance = screenPxRange * (sd + g_PushConstants.Outline / (pxRange * 2.0));
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float screenPxDistance = screenPxRange * (sd + g_PushConstants.Outline / (pxRange * 1.5));
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if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TITLE_BEVEL)
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if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TITLE_BEVEL)
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{
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{
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@ -100,7 +100,7 @@ float4 SampleSdfFont(float4 color, Texture2D<float4> texture, float2 uv, float2
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float cosTheta = dot(normal, normalize(float2(1, 1)));
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float cosTheta = dot(normal, normalize(float2(1, 1)));
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float3 gradient = lerp(color.rgb, cosTheta >= 0.0 ? rimColor : shadowColor, abs(cosTheta));
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float3 gradient = lerp(color.rgb, cosTheta >= 0.0 ? rimColor : shadowColor, abs(cosTheta));
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color.rgb = lerp(gradient, color.rgb, pow(saturate(sd + 0.8), 32.0));
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color.rgb = lerp(gradient, color.rgb, pow(saturate(sd + 0.77), 32.0));
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}
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}
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else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL)
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else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL)
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{
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{
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