Files
VEFontCache-Odin/backend/sokol/draw_text.shdc.glsl

52 lines
1.5 KiB
GLSL

@module draw_text
@header package ve_sokol
@header import sg "thirdparty:sokol/gfx"
@vs draw_text_vs
in vec2 v_position;
in vec2 v_texture;
out vec2 uv;
void main()
{
#if SOKOL_GLSL
uv = vec2( v_texture.x, v_texture.y );
#else
uv = vec2( v_texture.x, 1.0 - v_texture.y );
#endif
gl_Position = vec4( v_position * 2.0f - 1.0f, 0.0f, 1.0f );
}
@end
@fs draw_text_fs
in vec2 uv;
out vec4 frag_color;
layout(binding = 0) uniform texture2D draw_text_src_texture;
layout(binding = 0) uniform sampler draw_text_src_sampler;
layout(binding = 0) uniform draw_text_fs_params {
int down_sample;
vec4 colour;
};
void main()
{
float alpha = texture(sampler2D( draw_text_src_texture, draw_text_src_sampler ), uv ).x;
if ( down_sample == 1 )
{
// TODO(Ed): The original author made these consts, I want to instead expose as uniforms...
const vec2 texture_size = 1.0f / vec2( 2048.0f, 512.0f ); // VEFontCache.Context.buffer_width/buffer_height
alpha =
(texture(sampler2D( draw_text_src_texture, draw_text_src_sampler), uv + vec2( -0.5f, -0.5f) * texture_size ).x * 0.25f)
+ (texture(sampler2D( draw_text_src_texture, draw_text_src_sampler), uv + vec2( -0.5f, 0.5f) * texture_size ).x * 0.25f)
+ (texture(sampler2D( draw_text_src_texture, draw_text_src_sampler), uv + vec2( 0.5f, -0.5f) * texture_size ).x * 0.25f)
+ (texture(sampler2D( draw_text_src_texture, draw_text_src_sampler), uv + vec2( 0.5f, 0.5f) * texture_size ).x * 0.25f);
}
frag_color = vec4( colour.xyz, colour.a * alpha );
}
@end
@program draw_text draw_text_vs draw_text_fs