Simplify glyph shader

This commit is contained in:
bloeys
2022-08-02 05:45:14 +04:00
parent 8863a289d7
commit d296fb2dd6

View File

@ -44,12 +44,8 @@ in vec4 gl_FragCoord;
out vec4 fragColor; out vec4 fragColor;
uniform sampler2D diffTex;
uniform int drawGlyphBounds;
uniform uint opts1; uniform uint opts1;
// uniform float spaceAdv = 1; uniform sampler2D diffTex;
// uniform float lineHeight = 1;
const uint opts1_bgColorMask = 1<<0; const uint opts1_bgColorMask = 1<<0;
const uint opts1_underlineMask = 1<<1; const uint opts1_underlineMask = 1<<1;
@ -59,44 +55,14 @@ bool hasOpts(uint mask)
return (opts1&mask) != 0; 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() 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; return;
} }
vec4 texColor = texelFetch(diffTex, ivec2(v2fUV0), 0); 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); fragColor = vec4(v2fColor.rgb, texColor.r*v2fColor.a);
} }