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troika-three-text

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troika-three-text - npm Package Compare versions

Comparing version 0.34.0-textoutline.5 to 0.34.0-textoutline.6

4

package.json
{
"name": "troika-three-text",
"version": "0.34.0-textoutline.5+6830461",
"version": "0.34.0-textoutline.6+ecfee22",
"description": "SDF-based text rendering for Three.js",

@@ -28,3 +28,3 @@ "author": "Jason Johnston <jason.johnston@protectwise.com>",

},
"gitHead": "68304611684615371f046cd2f7e1053413af263f"
"gitHead": "ecfee226bb6c33b169fddb27ecee13853c8e2a1c"
}

@@ -85,30 +85,28 @@ import { createDerivedMaterial, voidMainRegExp } from 'troika-three-utils'

if (clampedGlyphUV != vTroikaGlyphUV) {
// Naive extrapolated distance:
float distToUnclamped = length((vTroikaGlyphUV - clampedGlyphUV) * vTroikaGlyphDimensions);
distance += distToUnclamped;
// Extrapolate distance when outside bounds:
distance += clampedGlyphUV == vTroikaGlyphUV ? 0.0 :
length((vTroikaGlyphUV - clampedGlyphUV) * vTroikaGlyphDimensions);
${''/*
// TODO more refined extrapolated distance by adjusting for angle of gradient at edge...
// This has potential but currently gives very jagged extensions, maybe due to precision issues?
float uvStep = 1.0 / uTroikaSDFGlyphSize;
vec2 neighbor1UV = clampedGlyphUV + (
vTroikaGlyphUV.x != clampedGlyphUV.x ? vec2(0.0, uvStep * sign(0.5 - vTroikaGlyphUV.y)) :
vTroikaGlyphUV.y != clampedGlyphUV.y ? vec2(uvStep * sign(0.5 - vTroikaGlyphUV.x), 0.0) :
vec2(0.0)
);
vec2 neighbor2UV = clampedGlyphUV + (
vTroikaGlyphUV.x != clampedGlyphUV.x ? vec2(0.0, uvStep * -sign(0.5 - vTroikaGlyphUV.y)) :
vTroikaGlyphUV.y != clampedGlyphUV.y ? vec2(uvStep * -sign(0.5 - vTroikaGlyphUV.x), 0.0) :
vec2(0.0)
);
float neighbor1Distance = troikaGlyphUvToDistance(neighbor1UV);
float neighbor2Distance = troikaGlyphUvToDistance(neighbor2UV);
float distToUnclamped = length((vTroikaGlyphUV - clampedGlyphUV) * vTroikaGlyphDimensions);
float distToNeighbor = length((clampedGlyphUV - neighbor1UV) * vTroikaGlyphDimensions);
float gradientAngle1 = min(asin(abs(neighbor1Distance - distance) / distToNeighbor), PI / 2.0);
float gradientAngle2 = min(asin(abs(neighbor2Distance - distance) / distToNeighbor), PI / 2.0);
distance += (cos(gradientAngle1) + cos(gradientAngle2)) / 2.0 * distToUnclamped;
*/}
}
${''/*
// TODO more refined extrapolated distance by adjusting for angle of gradient at edge...
// This has potential but currently gives very jagged extensions, maybe due to precision issues?
float uvStep = 1.0 / uTroikaSDFGlyphSize;
vec2 neighbor1UV = clampedGlyphUV + (
vTroikaGlyphUV.x != clampedGlyphUV.x ? vec2(0.0, uvStep * sign(0.5 - vTroikaGlyphUV.y)) :
vTroikaGlyphUV.y != clampedGlyphUV.y ? vec2(uvStep * sign(0.5 - vTroikaGlyphUV.x), 0.0) :
vec2(0.0)
);
vec2 neighbor2UV = clampedGlyphUV + (
vTroikaGlyphUV.x != clampedGlyphUV.x ? vec2(0.0, uvStep * -sign(0.5 - vTroikaGlyphUV.y)) :
vTroikaGlyphUV.y != clampedGlyphUV.y ? vec2(uvStep * -sign(0.5 - vTroikaGlyphUV.x), 0.0) :
vec2(0.0)
);
float neighbor1Distance = troikaGlyphUvToDistance(neighbor1UV);
float neighbor2Distance = troikaGlyphUvToDistance(neighbor2UV);
float distToUnclamped = length((vTroikaGlyphUV - clampedGlyphUV) * vTroikaGlyphDimensions);
float distToNeighbor = length((clampedGlyphUV - neighbor1UV) * vTroikaGlyphDimensions);
float gradientAngle1 = min(asin(abs(neighbor1Distance - distance) / distToNeighbor), PI / 2.0);
float gradientAngle2 = min(asin(abs(neighbor2Distance - distance) / distToNeighbor), PI / 2.0);
distance += (cos(gradientAngle1) + cos(gradientAngle2)) / 2.0 * distToUnclamped;
*/}

@@ -163,4 +161,3 @@ #if defined(IS_DEPTH_MATERIAL) || defined(IS_DISTANCE_MATERIAL)

extensions: {
derivatives: true,
fragDepth: true
derivatives: true
},

@@ -167,0 +164,0 @@ uniforms: {

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