improved font rendering
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@@ -5,13 +5,12 @@ COMMON {
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{
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float4 m_vPosition: SV_POSITION;
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float2 m_vUV: TEXCOORD0;
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uint m_uFont;
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uint m_uFont: SV_InstanceID;
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}
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struct TextDrawData_t
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{
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float2 m_vTexcoordOffset;
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float2 m_vTexcoordSize;
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float2 m_vPos;
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float2 m_vSize;
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float4 m_vFGColor;
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@@ -51,6 +50,7 @@ VS
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PS_INPUT output = {};
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output.m_vPosition = float4(position, 0, 1);
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output.m_vUV = uv;
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output.m_uFont = uInstance;
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return output;
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}
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@@ -79,7 +79,11 @@ PS
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float fSd = median3(vMsd.x, vMsd.y, vMsd.z);
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float fScreenPixelDistance = ScreenPixelRange(input.m_vUV)*(fSd-0.5);
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float fOpacity = clamp(fScreenPixelDistance+0.5, 0.0, 1.0);
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output.m_vAlbedo = fOpacity;
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float4 vColor1 = g_textData[input.m_uFont].m_vFGColor;
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float4 vColor2 = g_textData[input.m_uFont].m_vBGColor;
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vColor1.xyz*=vColor1.w;
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vColor2.xyz*=vColor2.w;
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output.m_vAlbedo = lerp(vColor2, vColor1, fOpacity);
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return output;
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}
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}
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