Trending-skills slug-font-rendering
Reference HLSL shader implementations for the Slug font rendering algorithm, enabling high-quality GPU-accelerated vector font and glyph rendering.
git clone https://github.com/Aradotso/trending-skills
T=$(mktemp -d) && git clone --depth=1 https://github.com/Aradotso/trending-skills "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/slug-font-rendering" ~/.claude/skills/aradotso-trending-skills-slug-font-rendering && rm -rf "$T"
skills/slug-font-rendering/SKILL.mdSlug Font Rendering Algorithm
Skill by ara.so — Daily 2026 Skills collection.
Slug is a reference implementation of the Slug font rendering algorithm — a GPU-accelerated technique for rendering vector fonts and glyphs at arbitrary scales with high quality anti-aliasing. It works by encoding glyph outlines as lists of quadratic Bézier curves and line segments, then resolving coverage directly in fragment shaders without pre-rasterized textures.
Paper: JCGT 2017 — Slug Algorithm
Blog (updates): A Decade of Slug
License: MIT — Patent dedicated to public domain. Credit required if distributed.
What Slug Does
- Renders TrueType/OpenType glyphs entirely on the GPU
- No texture atlases or pre-rasterization needed
- Scales to any resolution without quality loss
- Anti-aliased coverage computed per-fragment using Bézier math
- Works with any rendering API that supports programmable shaders (D3D11/12, Vulkan, Metal via translation)
Repository Structure
Slug/ ├── slug.hlsl # Core fragment shader — coverage computation ├── band.hlsl # Band-based optimization for glyph rendering ├── curve.hlsl # Quadratic Bézier and line segment evaluation ├── README.md
Installation / Integration
Slug is a reference implementation — you integrate the HLSL shaders into your own rendering pipeline.
Step 1: Clone the Repository
git clone https://github.com/EricLengyel/Slug.git
Step 2: Include the Shaders
Copy the
.hlsl files into your shader directory and include them in your pipeline:
#include "slug.hlsl" #include "curve.hlsl"
Step 3: Prepare Glyph Data on the CPU
You must preprocess font outlines (TrueType/OTF) into Slug's curve buffer format:
- Decompose glyph contours into quadratic Bézier segments and line segments
- Upload curve data to a GPU buffer (structured buffer or texture buffer)
- Precompute per-glyph "band" metadata for the band optimization
Core Concepts
Glyph Coordinate System
- Glyph outlines live in font units (typically 0–2048 or 0–1000 per em)
- The fragment shader receives a position in glyph space via interpolated vertex attributes
- Coverage is computed by counting signed curve crossings in the Y direction (winding number)
Curve Data Format
Each curve entry in the GPU buffer stores:
// Line segment: p0, p1 // Quadratic Bézier: p0, p1 (control), p2 struct CurveRecord { float2 p0; // Start point float2 p1; // Control point (or end point for lines) float2 p2; // End point (unused for lines — flagged via type) // Type/flags encoded separately or in padding };
Band Optimization
The glyph bounding box is divided into horizontal bands. Each band stores only the curves that intersect it, reducing per-fragment work from O(all curves) to O(local curves).
Key Shader Code & Patterns
Fragment Shader Entry Point (Conceptual Integration)
// Inputs from vertex shader struct PS_Input { float4 position : SV_Position; float2 glyphCoord : TEXCOORD0; // Position in glyph/font units // Band index or precomputed band data nointerpolation uint bandOffset : TEXCOORD1; nointerpolation uint curveCount : TEXCOORD2; }; // Glyph curve data buffer StructuredBuffer<float4> CurveBuffer : register(t0); float4 PS_Slug(PS_Input input) : SV_Target { float coverage = ComputeGlyphCoverage( input.glyphCoord, CurveBuffer, input.bandOffset, input.curveCount ); // Premultiplied alpha output float4 color = float4(textColor.rgb * coverage, coverage); return color; }
Quadratic Bézier Coverage Computation
The heart of the algorithm — computing signed coverage from a quadratic Bézier:
// Evaluate whether a quadratic bezier contributes to coverage at point p // p0: start, p1: control, p2: end // Returns signed coverage contribution float QuadraticBezierCoverage(float2 p, float2 p0, float2 p1, float2 p2) { // Transform to canonical space float2 a = p1 - p0; float2 b = p0 - 2.0 * p1 + p2; // Find t values where bezier Y == p.y float2 delta = p - p0; float A = b.y; float B = a.y; float C = p0.y - p.y; float coverage = 0.0; if (abs(A) > 1e-6) { float disc = B * B - A * C; if (disc >= 0.0) { float sqrtDisc = sqrt(disc); float t0 = (-B - sqrtDisc) / A; float t1 = (-B + sqrtDisc) / A; // For each valid t in [0,1], compute x and check winding if (t0 >= 0.0 && t0 <= 1.0) { float x = (A * t0 + 2.0 * B) * t0 + p0.x + delta.x; // ... accumulate signed coverage } if (t1 >= 0.0 && t1 <= 1.0) { float x = (A * t1 + 2.0 * B) * t1 + p0.x + delta.x; // ... accumulate signed coverage } } } else { // Degenerate to linear case float t = -C / (2.0 * B); if (t >= 0.0 && t <= 1.0) { float x = 2.0 * a.x * t + p0.x; // ... accumulate signed coverage } } return coverage; }
Line Segment Coverage
// Signed coverage contribution of a line segment from p0 to p1 float LineCoverage(float2 p, float2 p0, float2 p1) { // Check Y range float minY = min(p0.y, p1.y); float maxY = max(p0.y, p1.y); if (p.y < minY || p.y >= maxY) return 0.0; // Interpolate X at p.y float t = (p.y - p0.y) / (p1.y - p0.y); float x = lerp(p0.x, p1.x, t); // Winding: +1 if p is to the left (inside), -1 if right float dir = (p1.y > p0.y) ? 1.0 : -1.0; return (p.x <= x) ? dir : 0.0; }
Anti-Aliasing with Partial Coverage
For smooth edges, use the distance to the nearest curve for sub-pixel anti-aliasing:
// Compute AA coverage using partial pixel coverage // windingNumber: integer winding from coverage pass // distToEdge: signed distance to nearest curve (in pixels) float AntiAliasedCoverage(int windingNumber, float distToEdge) { // Non-zero winding rule bool inside = (windingNumber != 0); // Smooth transition at edges using clamp float edgeCoverage = clamp(distToEdge + 0.5, 0.0, 1.0); return inside ? edgeCoverage : (1.0 - edgeCoverage); }
Vertex Shader Pattern
struct VS_Input { float2 position : POSITION; // Glyph quad corner in screen/world space float2 glyphCoord : TEXCOORD0; // Corresponding glyph-space coordinate uint bandOffset : TEXCOORD1; // Offset into curve buffer for this glyph uint curveCount : TEXCOORD2; // Number of curves in band }; struct VS_Output { float4 position : SV_Position; float2 glyphCoord : TEXCOORD0; nointerpolation uint bandOffset : TEXCOORD1; nointerpolation uint curveCount : TEXCOORD2; }; VS_Output VS_Slug(VS_Input input) { VS_Output output; output.position = mul(float4(input.position, 0.0, 1.0), WorldViewProjection); output.glyphCoord = input.glyphCoord; output.bandOffset = input.bandOffset; output.curveCount = input.curveCount; return output; }
CPU-Side Data Preparation (Pseudocode)
// 1. Load font file and extract glyph outlines FontOutline outline = LoadGlyphOutline(font, glyphIndex); // 2. Decompose to quadratic Beziers (TrueType is already quadratic) // OTF cubic curves must be approximated/split into quadratics std::vector<SlugCurve> curves = DecomposeToQuadratics(outline); // 3. Compute bands float bandHeight = outline.bounds.height / NUM_BANDS; std::vector<BandData> bands = ComputeBands(curves, NUM_BANDS, bandHeight); // 4. Upload to GPU UploadStructuredBuffer(curveBuffer, curves.data(), curves.size()); UploadStructuredBuffer(bandBuffer, bands.data(), bands.size()); // 5. Per glyph instance: store bandOffset and curveCount per band // in vertex data so the fragment shader can index directly
Render State Requirements
// Blend state: premultiplied alpha BlendState SlugBlend { BlendEnable = TRUE; SrcBlend = ONE; // Premultiplied DestBlend = INV_SRC_ALPHA; BlendOp = ADD; SrcBlendAlpha = ONE; DestBlendAlpha = INV_SRC_ALPHA; BlendOpAlpha = ADD; }; // Depth: typically write disabled for text overlay DepthStencilState SlugDepth { DepthEnable = FALSE; DepthWriteMask = ZERO; }; // Rasterizer: no backface culling (glyph quads are 2D) RasterizerState SlugRaster { CullMode = NONE; FillMode = SOLID; };
Common Patterns
Rendering a String
// For each glyph in string: for (auto& glyph : string.glyphs) { // Emit a quad (2 triangles) covering the glyph bounding box // Each vertex carries: // - screen position // - glyph-space coordinate (the same corner in font units) // - bandOffset + curveCount for the fragment shader float2 min = glyph.screenMin; float2 max = glyph.screenMax; float2 glyphMin = glyph.fontMin; float2 glyphMax = glyph.fontMax; EmitQuad(min, max, glyphMin, glyphMax, glyph.bandOffset, glyph.curveCount); }
Scaling Text
Scaling is handled entirely on the CPU side by transforming the screen-space quad. The glyph-space coordinates stay constant — the fragment shader always works in font units.
float scale = desiredPixelSize / font.unitsPerEm; float2 screenMin = origin + glyph.fontMin * scale; float2 screenMax = origin + glyph.fontMax * scale;
Troubleshooting
| Problem | Cause | Fix |
|---|---|---|
| Glyph appears hollow/inverted | Winding order reversed | Check contour orientation; TrueType uses clockwise for outer contours |
| Jagged edges | Anti-aliasing not applied | Ensure distance-to-edge is computed and used in final coverage |
| Performance poor | Band optimization not active | Verify per-fragment curve count is small (< ~20); increase band count |
| Cubic curves not rendering | OTF cubic Béziers unsupported natively | Split cubics into quadratic approximations on CPU |
| Artifacts at glyph overlap | Curves not clipped to band | Clip curve Y range to band extents before upload |
| Black box instead of glyph | Blend state wrong | Use premultiplied alpha blend (ONE, INV_SRC_ALPHA) |
| Missing glyphs | Band offset incorrect | Validate bandOffset indexing aligns with buffer layout |
Credits & Attribution
Per the license: if you distribute software using this code, you must give credit to Eric Lengyel and the Slug algorithm.
Suggested attribution:
Font rendering uses the Slug Algorithm by Eric Lengyel (https://jcgt.org/published/0006/02/02/)