diff --git a/res/shaders/glyph.glsl b/res/shaders/glyph.glsl index 0b1b8a6..727fddc 100755 --- a/res/shaders/glyph.glsl +++ b/res/shaders/glyph.glsl @@ -44,12 +44,8 @@ in vec4 gl_FragCoord; out vec4 fragColor; -uniform sampler2D diffTex; -uniform int drawGlyphBounds; - uniform uint opts1; -// uniform float spaceAdv = 1; -// uniform float lineHeight = 1; +uniform sampler2D diffTex; const uint opts1_bgColorMask = 1<<0; const uint opts1_underlineMask = 1<<1; @@ -59,44 +55,14 @@ bool hasOpts(uint mask) return (opts1&mask) != 0; } -// vec2 ScreenPosToGridPos(vec2 pos) -// { -// return vec2(floor(pos.x / spaceAdv), floor(pos.y / lineHeight)); -// } - -// vec4 GridPosToCellStartEnd(vec2 gridPos) -// { -// vec4 startEnd; -// startEnd.x = gridPos.x * spaceAdv; -// startEnd.y = gridPos.y * lineHeight; -// startEnd.z = startEnd.x + spaceAdv; -// startEnd.w = startEnd.y + lineHeight; -// return startEnd; -// } - void main() { - if (hasOpts(opts1_bgColorMask) && v2fUV0 == vec2(-1,-1)) + if (hasOpts(opts1_bgColorMask) && v2fUV0 == vec2(-1, -1)) { - // vec2 gridPos = ScreenPosToGridPos(v2fModelPos.xy); - // vec4 startEnd = GridPosToCellStartEnd(gridPos); - //if (gl_FragCoord.x > startEnd.x && gl_FragCoord.x < startEnd.z) - { - fragColor = v2fColor; - } - + fragColor = v2fColor; return; } vec4 texColor = texelFetch(diffTex, ivec2(v2fUV0), 0); - if (texColor.r == 0) - { - if (drawGlyphBounds != 0) - { - fragColor = vec4(0,1,0,0.25); - } - return; - } - fragColor = vec4(v2fColor.rgb, texColor.r*v2fColor.a); }