prosperon/source/shaders/text.sglsl
2023-10-09 23:10:10 +00:00

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