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nterm/res/shaders/glyph.glsl

58 lines
1.1 KiB
GLSL
Executable File

//shader:vertex
#version 410
//aVertPos must be in the range [0,1]
layout(location=0) in vec3 aVertPos;
layout(location=1) in vec2 aUV0;
layout(location=2) in vec4 aVertColor;
layout(location=3) in vec3 aModelPos;
layout(location=4) in vec3 aModelScale;
out vec2 v2fUV0;
out vec4 v2fColor;
out vec3 v2fFragPos;
//MVP = Model View Projection
uniform mat4 projViewMat;
uniform vec2 sizeUV;
void main()
{
mat4 modelMat = mat4(
aModelScale.x, 0.0, 0.0, 0.0,
0.0, aModelScale.y, 0.0, 0.0,
0.0, 0.0, aModelScale.z, 0.0,
aModelPos.x, aModelPos.y, aModelPos.z, 1.0
);
v2fUV0 = aUV0 + sizeUV*aVertPos.xy;
v2fColor = aVertColor;
v2fFragPos = vec3(modelMat * vec4(aVertPos, 1.0));
gl_Position = projViewMat * modelMat * vec4(aVertPos, 1.0);
}
//shader:fragment
#version 410
in vec4 v2fColor;
in vec2 v2fUV0;
in vec3 v2fFragPos;
out vec4 fragColor;
uniform sampler2D diffTex;
void main()
{
vec4 texColor = texture(diffTex, v2fUV0);
// if (texColor.r == 0)
// {
// fragColor = vec4(0,1,0,0.25);
// }
// else
{
fragColor = vec4(v2fColor.rgb, texColor.r);
}
}