1 | -- GLSL.Vert -- |
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2 | |
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3 | #version 130 |
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4 | |
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5 | #define HAVE_UINT 1 |
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6 | |
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7 | attribute vec2 in_Position; |
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8 | #if HAVE_UINT |
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9 | attribute uint in_Char, in_Attr; |
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10 | #else |
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11 | attribute vec4 in_Char, in_Attr; |
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12 | #endif |
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13 | |
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14 | varying vec4 pass_Foreground; |
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15 | varying vec4 pass_Background; |
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16 | varying vec2 pass_UV; |
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17 | |
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18 | uniform mat4 in_Transform; |
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19 | |
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20 | void main() |
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21 | { |
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22 | #if HAVE_UINT |
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23 | float u = float(in_Char & 0xfu) / 32.0 + 0.0; |
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24 | float v = float((in_Char >> 4u) & 0xfu) / 32.0 + 0.5; |
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25 | #else |
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26 | float u = 3.0 / 32.0; |
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27 | float v = 3.0 / 32.0 + 0.5; |
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28 | #endif |
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29 | pass_UV = vec2(u, v); |
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30 | |
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31 | #if HAVE_UINT |
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32 | float A = float(in_Attr >> 29u) / 7.0; |
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33 | float B = float((in_Attr >> 25u) & 0xfu) / 15.0; |
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34 | float C = float((in_Attr >> 21u) & 0xfu) / 15.0; |
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35 | float D = float((in_Attr >> 18u) & 0x7u) / 7.0; |
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36 | |
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37 | float E = float((in_Attr >> 15u) & 0x7u) / 7.0; |
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38 | float F = float((in_Attr >> 11u) & 0xfu) / 15.0; |
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39 | float G = float((in_Attr >> 7u) & 0xfu) / 15.0; |
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40 | float H = float((in_Attr >> 4u) & 0x7u) / 7.0; |
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41 | #else |
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42 | float A = 0.0; |
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43 | float B = 0.0; |
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44 | float C = 0.0; |
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45 | float D = 0.0; |
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46 | |
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47 | float E = 0.0; |
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48 | float F = 1.0; |
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49 | float G = 1.0; |
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50 | float H = 1.0; |
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51 | #endif |
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52 | |
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53 | //pass_Background = vec4(B, C, D, 1.0 - A); // original |
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54 | pass_Background = vec4(B + 0.0625, C + 0.125, D + 0.125, 1.0 - A); |
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55 | pass_Foreground = vec4(F, G, H, 1.0 - E); |
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56 | if (B + C + D < 0.01) A = 1.0; |
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57 | if (F + G + H < 0.01) E = 1.0; |
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58 | |
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59 | // This only works with glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); |
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60 | //gl_PointSize = 40; |
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61 | |
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62 | gl_Position = in_Transform * vec4(in_Position, 0.0, 1.0); |
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63 | } |
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64 | |
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65 | -- GLSL.Frag -- |
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66 | |
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67 | #version 130 |
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68 | |
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69 | varying vec4 pass_Foreground; |
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70 | varying vec4 pass_Background; |
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71 | varying vec2 pass_UV; |
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72 | |
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73 | uniform sampler2D in_Texture; |
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74 | |
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75 | void main(void) |
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76 | { |
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77 | vec2 c = gl_PointCoord * (1.0 / 32.0) + pass_UV; |
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78 | float t = texture2D(in_Texture, c).x; |
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79 | gl_FragColor = mix(pass_Background, pass_Foreground, t); |
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80 | } |
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