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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() {
- 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;
- }
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