| ▲ | jayd16 3 hours ago | |
Is there a runtime comparison of the shaders needed? Seems like you might have to do a lot of texture sampling if you have to walk the ray through the data but maybe there's a trick? MSDF is pretty much just the target texel in question plus the surrounding samples in a way the GPU can do entirely upfront before the math starts. (M)SDF glyphs also play nicely with mip mapping and I would think this Slug algorithm needs uncompressed data. Maybe that doesn't matter because you just don't scale the data ever? | ||
| ▲ | flohofwoe 3 hours ago | parent [-] | |
Slug doesn't use "bitmap" font data but more like parameter lookup tables in storage buffers, pre-processed from TTF files. The lookup data can of course also live in textures (so that it works in WebGL), but using those textures as "poor-man's storage buffers", e.g. fetching the data directly without filtering. The pixel shader is indeed quite complex compared to SDF: https://github.com/floooh/sokol-samples/blob/8afa83928ce1870... | ||