#version 330 core #define FONT_WIDTH 128 #define FONT_HEIGHT 64 #define FONT_COLS 18 #define FONT_ROWS 7 #define FONT_CH_W (FONT_WIDTH / FONT_COLS) #define FONT_CH_H (FONT_HEIGHT / FONT_ROWS) #define FONT_CH_W_UV (float(FONT_CH_W) / float(FONT_WIDTH)) #define FONT_CH_H_UV (float(FONT_CH_H) / float(FONT_HEIGHT)) uniform sampler2D font; uniform float time; uniform vec2 resolution; flat in int glyph_c; in vec4 glyph_fg_color; in vec4 glyph_bg_color; in vec2 uv; float map01(float x) { return (x + 1) / 2; } vec3 hsl2rgb( in vec3 c ) { vec3 rgb = clamp( abs(mod(c.x*6.0+vec3(0.0,4.0,2.0),6.0)-3.0)-1.0, 0.0, 1.0 ); return c.z + c.y * (rgb-0.5)*(1.0-abs(2.0*c.z-1.0)); } void main() { int c = glyph_c; if ( ! (c >= 32 && c <= 126) ) { c = 63; } int index = c - 32; float x = float(index % FONT_COLS) * FONT_CH_W_UV; float y = float(index / FONT_COLS) * FONT_CH_H_UV; vec2 ch_size = vec2(FONT_CH_W_UV, -FONT_CH_H_UV); vec2 pos = vec2(x, y + FONT_CH_H_UV); vec2 uv_ = vec2(uv.x, uv.y); vec4 t = texture(font, pos + ch_size * uv_); vec2 frag_uv = gl_FragCoord.xy / resolution; vec4 rainbow = vec4(hsl2rgb(vec3((time + frag_uv.x + frag_uv.y) * 0.5, 0.5, 0.5)), 1); gl_FragColor = glyph_bg_color * (1.0 - t.x) + t.x * glyph_fg_color * rainbow; }