/* * Copyright (C) 2026 Behdad Esfahbod * Copyright (C) 2017 Eric Lengyel * * Based on the Slug algorithm by Eric Lengyel: * https://github.com/EricLengyel/Slug * * This is part of HarfBuzz, a text shaping library. * * Permission is hereby granted, without written agreement and without * license or royalty fees, to use, copy, modify, and distribute this * software and its documentation for any purpose, provided that the * above copyright notice and the following two paragraphs appear in * all copies of this software. * * IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE TO ANY PARTY FOR * DIRECT, INDIRECT, SPECIAL, INCIDENTAL, OR CONSEQUENTIAL DAMAGES * ARISING OUT OF THE USE OF THIS SOFTWARE AND ITS DOCUMENTATION, EVEN * IF THE COPYRIGHT HOLDER HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH * DAMAGE. * * THE COPYRIGHT HOLDER SPECIFICALLY DISCLAIMS ANY WARRANTIES, INCLUDING, * BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE. THE SOFTWARE PROVIDED HEREUNDER IS * ON AN "AS IS" BASIS, AND THE COPYRIGHT HOLDER HAS NO OBLIGATION TO * PROVIDE MAINTENANCE, SUPPORT, UPDATES, ENHANCEMENTS, OR MODIFICATIONS. */ /* Requires Shader Model 5.0+. */ /* Dilate a glyph vertex by half a pixel on screen. * * position: object-space vertex position (modified in place) * texcoord: em-space sample coordinates (modified in place) * normal: object-space outward normal at this vertex * jac: inverse of the 2x2 linear part of the em-to-object transform * m: model-view-projection matrix * viewport: viewport size in pixels */ void hb_gpu_dilate (inout float2 position, inout float2 texcoord, float2 normal, float4 jac, float4x4 m, float2 viewport) { float2 n = normalize (normal); float4 clipPos = mul (m, float4 (position, 0.0, 1.0)); float4 clipN = mul (m, float4 (n, 0.0, 0.0)); float s = clipPos.w; float t = clipN.w; float u = (s * clipN.x - t * clipPos.x) * viewport.x; float v = (s * clipN.y - t * clipPos.y) * viewport.y; float s2 = s * s; float st = s * t; float uv = u * u + v * v; float denom = uv - st * st; float d = abs (denom) > 1.0 / 16777216.0 ? s2 * (st + sqrt (uv)) / denom : 0.0; float2 dPos = d * normal; position += dPos; texcoord += float2 (dot (dPos, jac.xy), dot (dPos, jac.zw)); }