prosperon/source/shaders/textfrag.glsl

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#version 330 core
in vec2 TexCoords;
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in vec4 fColor;
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in vec2 fst;
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out vec4 color;
uniform sampler2D text;
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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(text,TexCoords).r;
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if (lettera <= 0.1f)
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{
vec2 uvpos = TexCoords - fst;
for (int x = 0; x < 3; x++) {
for (int y = 0; y < 3; y++) {
float pa = texture(text, uvpos + (fst*vec2(x,y))).r;
if (pa > 0.1) {
color = vec4(0.0,0.0,0.0, fColor.a);
return;
}
}
}
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discard;
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}
// vec2 lsize = fst / textureSize(text,0).xy;
/* vec2 uvpos = TexCoords - fst;
for (int x = 0; x < 3; x++) {
for (int y = 0; 0 < 3; y++) {
float pa = texture(text, uvpos + (fst * vec2(x,y))).r;
if (pa <= 0.1) {
color = vec4(0.0,0.0,0.0,fColor.a);
return;
}
}
}
*/
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color = vec4(fColor.xyz, fColor.a);
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}