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