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 | attribute vec2 in_Position; |
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6 | attribute uint in_Char, in_Attr; |
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7 | |
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8 | varying vec4 pass_Foreground; |
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9 | varying vec4 pass_Background; |
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10 | varying vec2 pass_UV; |
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11 | |
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12 | uniform mat4 in_Transform; |
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13 | |
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14 | void main() |
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15 | { |
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16 | float u = float(in_Char & 0xfu) / 32.0 + 0.0; |
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17 | float v = float((in_Char >> 4u) & 0xfu) / 32.0 + 0.5; |
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18 | pass_UV = vec2(u, v); |
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19 | |
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20 | float A = float(in_Attr >> 29u) / 7.0; |
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21 | float B = float((in_Attr >> 25u) & 0xfu) / 15.0; |
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22 | float C = float((in_Attr >> 21u) & 0xfu) / 15.0; |
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23 | float D = float((in_Attr >> 18u) & 0x7u) / 7.0; |
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24 | |
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25 | float E = float((in_Attr >> 15u) & 0x7u) / 7.0; |
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26 | float F = float((in_Attr >> 11u) & 0xfu) / 15.0; |
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27 | float G = float((in_Attr >> 7u) & 0xfu) / 15.0; |
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28 | float H = float((in_Attr >> 4u) & 0x7u) / 7.0; |
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29 | |
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30 | pass_Background = vec4(B, C, D, 1.0 - A); |
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31 | pass_Foreground = vec4(F, G, H, 1.0 - E); |
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32 | if (B + C + D < 0.01) A = 1.0; |
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33 | if (F + G + H < 0.01) E = 1.0; |
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34 | |
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35 | // This only works with glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); |
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36 | //gl_PointSize = 40; |
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37 | |
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38 | gl_Position = in_Transform * vec4(in_Position, 0.0, 1.0); |
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39 | } |
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40 | |
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41 | -- GLSL.Frag -- |
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42 | |
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43 | #version 130 |
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44 | |
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45 | varying vec4 pass_Foreground; |
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46 | varying vec4 pass_Background; |
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47 | varying vec2 pass_UV; |
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48 | |
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49 | uniform sampler2D in_Texture; |
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50 | |
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51 | void main(void) |
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52 | { |
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53 | vec2 c = gl_PointCoord * (1.0 / 32.0) + pass_UV; |
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54 | float t = texture2D(in_Texture, c).x; |
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55 | gl_FragColor = mix(pass_Background, pass_Foreground, t); |
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56 | } |
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57 | |
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