Files
nterm/res/shaders/glyph.glsl
2022-07-03 09:17:59 +04:00

56 lines
1.1 KiB
GLSL
Executable File

//shader:vertex
#version 410
layout(location=0) in vec3 vertPosIn;
layout(location=1) in vec2[4] vertUV0STIn; //[(u,v), (u+sizeU,v), (u,v+sizeV), (u+sizeU,v+sizeV)]
layout(location=5) in vec4 vertColorIn;
layout(location=6) in vec3 modelPos;
layout(location=7) in vec3 modelScale;
out vec2 vertUV0;
out vec4 vertColor;
out vec3 fragPos;
//MVP = Model View Projection
uniform mat4 projViewMat;
void main()
{
mat4 modelMat = mat4(
modelScale.x, 0.0, 0.0, 0.0,
0.0, modelScale.y, 0.0, 0.0,
0.0, 0.0, modelScale.z, 0.0,
modelPos.x, modelPos.y, modelPos.z, 1.0
);
vertUV0 = vertUV0STIn[gl_VertexID];
vertColor = vertColorIn;
fragPos = vec3(modelMat * vec4(vertPosIn, 1.0));
gl_Position = projViewMat * modelMat * vec4(vertPosIn, 1.0);
}
//shader:fragment
#version 410
in vec4 vertColor;
in vec2 vertUV0;
in vec3 fragPos;
out vec4 fragColor;
uniform sampler2D diffTex;
void main()
{
vec4 texColor = texture(diffTex, vertUV0);
// if (texColor.r == 0)
// {
// fragColor = vec4(0,1,0,0.25);
// }
// else
{
fragColor = vec4(vertColor.rgb, texColor.r);
}
}