76 lines
1.3 KiB
Plaintext
76 lines
1.3 KiB
Plaintext
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@vs vs
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in vec2 vert;
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in vec2 pos;
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in vec2 wh;
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in vec2 uv;
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in vec2 st;
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in vec4 vColor;
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out vec2 TexCoords;
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out vec4 fColor;
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out vec2 fst;
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uniform vs_params { mat4 projection; };
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void main()
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{
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gl_Position = projection * vec4(pos + (vert * wh), 0.0, 1.0);
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TexCoords = uv + vec2(vert.x*st.x, st.y - vert.y*st.y);
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fst = st / wh;
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fColor = vColor;
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}
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@end
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@fs fs
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in vec2 TexCoords;
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in vec4 fColor;
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in vec2 fst;
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out vec4 color;
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uniform texture2D text;
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uniform sampler smp;
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float osize = 1.0;
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void main()
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{
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float lettera = texture(sampler2D(text,smp),TexCoords).r;
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if (lettera <= 0.1f)
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{
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vec2 uvpos = TexCoords - fst;
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for (int x = 0; x < 3; x++) {
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for (int y = 0; y < 3; y++) {
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float pa = texture(sampler2D(text,smp), uvpos + (fst*vec2(x,y))).r;
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if (pa > 0.1) {
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color = vec4(0.0,0.0,0.0, fColor.a);
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return;
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}
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}
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}
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discard;
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}
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// vec2 lsize = fst / textureSize(dtext,0).xy;
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/* vec2 uvpos = TexCoords - fst;
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for (int x = 0; x < 3; x++) {
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for (int y = 0; 0 < 3; y++) {
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float pa = texture(sampler2D(text,smp), uvpos + (fst * vec2(x,y))).r;
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if (pa <= 0.1) {
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color = vec4(0.0,0.0,0.0,fColor.a);
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return;
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}
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}
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}
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*/
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color = vec4(fColor.xyz, fColor.a);
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}
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@end
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@program text vs fs
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