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nterm/res/shaders/glyph.glsl

67 lines
1.4 KiB
GLSL
Executable File

//shader:vertex
#version 410
//aVertPos must be in the range [0,1]
layout(location=0) in vec3 aVertPos;
//Instanced
layout(location=1) in vec2 aUV0;
layout(location=2) in vec2 aUVSize;
layout(location=3) in vec4 aVertColor;
layout(location=4) in vec3 aModelPos;
layout(location=5) in vec2 aModelScale;
out vec2 v2fUV0;
out vec4 v2fColor;
out vec3 v2fModelPos;
uniform mat4 projViewMat;
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, 1.0, 0.0,
aModelPos.x, aModelPos.y, aModelPos.z, 1.0
);
v2fColor = aVertColor;
v2fModelPos = aModelPos;
v2fUV0 = aUV0 + aVertPos.xy * aUVSize;
gl_Position = projViewMat * modelMat * vec4(aVertPos, 1.0);
}
//shader:fragment
#version 410
in vec2 v2fUV0;
in vec4 v2fColor;
in vec3 v2fModelPos;
out vec4 fragColor;
uniform uint opts1;
uniform sampler2D diffTex;
const uint opts1_bgColorMask = 1<<0;
const uint opts1_underlineMask = 1<<1;
bool hasOpts(uint mask)
{
return (opts1&mask) != 0;
}
void main()
{
if (hasOpts(opts1_bgColorMask) && v2fUV0 == vec2(-1, -1))
{
fragColor = v2fColor;
return;
}
vec4 texColor = texelFetch(diffTex, ivec2(v2fUV0), 0);
fragColor = vec4(v2fColor.rgb, texColor.r*v2fColor.a);
}