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- #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() {
- gl_FragColor = vec4(1,0,0,1);
- }
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