1 | [vert.glsl] |
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2 | |
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3 | #version 130 |
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4 | |
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5 | #define HAVE_SHADER_4 1 |
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6 | |
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7 | #if HAVE_SHADER_4 |
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8 | in uint in_Char, in_Attr; |
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9 | #else |
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10 | attribute vec4 in_Char, in_Attr; |
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11 | attribute float in_VertexID; |
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12 | # define out varying |
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13 | #endif |
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14 | |
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15 | out vec4 pass_Foreground; |
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16 | out vec4 pass_Background; |
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17 | out vec2 pass_UV; |
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18 | |
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19 | uniform vec2 u_DataSize; |
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20 | uniform mat4 u_Transform; |
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21 | |
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22 | void main() |
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23 | { |
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24 | #if HAVE_SHADER_4 |
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25 | float u = float(in_Char & 0xfu) / 32.0 + 0.0; |
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26 | float v = float((in_Char >> 4u) & 0xfu) / 32.0 + 0.5; |
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27 | #else |
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28 | vec4 tmp_Char = in_Char * 255.0; |
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29 | |
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30 | float u = mod(tmp_Char.x, 16.0) / 32.0 + 0.0; |
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31 | float v = floor(tmp_Char.x / 16.0) / 32.0 + 0.5; |
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32 | #endif |
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33 | pass_UV = vec2(u, v); |
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34 | |
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35 | #if HAVE_SHADER_4 |
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36 | float A = float(in_Attr >> 29u) / 7.0; |
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37 | float B = float((in_Attr >> 25u) & 0xfu) / 15.0; |
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38 | float C = float((in_Attr >> 21u) & 0xfu) / 15.0; |
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39 | float D = float((in_Attr >> 18u) & 0x7u) / 7.0; |
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40 | |
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41 | float E = float((in_Attr >> 15u) & 0x7u) / 7.0; |
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42 | float F = float((in_Attr >> 11u) & 0xfu) / 15.0; |
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43 | float G = float((in_Attr >> 7u) & 0xfu) / 15.0; |
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44 | float H = float((in_Attr >> 4u) & 0x7u) / 7.0; |
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45 | #else |
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46 | vec4 tmp_Attr = in_Attr * 255.0; |
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47 | |
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48 | float A = floor(tmp_Attr.w / 32.0) / 7.0; |
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49 | float B = mod(floor(tmp_Attr.w / 2.0), 16.0) / 15.0; |
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50 | float C = (mod(tmp_Attr.w, 2.0) * 8.0 + floor(tmp_Attr.z / 32.0)) / 15.0; |
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51 | float D = mod(floor(tmp_Attr.z / 4.0), 8.0) / 7.0; |
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52 | |
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53 | float E = (mod(tmp_Attr.z, 4.0) * 2.0 + floor(tmp_Attr.y / 128.0)) / 7.0; |
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54 | float F = mod(floor(tmp_Attr.y / 8.0), 16.0) / 15.0; |
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55 | float G = (mod(tmp_Attr.y, 8.0) * 2.0 + floor(tmp_Attr.x / 128.0)) / 15.0; |
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56 | float H = mod(floor(tmp_Attr.x / 16.0), 8.0) / 7.0; |
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57 | #endif |
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58 | |
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59 | pass_Background = vec4(B + 0.0625, C + 0.125, D + 0.125, 1.0 - A); |
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60 | pass_Foreground = vec4(F, G, H, 1.0 - E); |
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61 | if (B + C + D < 0.01) A = 1.0; |
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62 | if (F + G + H < 0.01) E = 1.0; |
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63 | |
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64 | // This only works with glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); |
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65 | gl_PointSize = u_DataSize[1]; |
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66 | |
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67 | #if HAVE_SHADER_4 |
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68 | vec2 coord = vec2(gl_VertexID % int(u_DataSize[0]), |
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69 | gl_VertexID / int(u_DataSize[0])); |
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70 | #else |
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71 | vec2 coord = vec2(mod(in_VertexID, u_DataSize[0]), |
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72 | floor(in_VertexID / u_DataSize[0])); |
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73 | #endif |
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74 | |
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75 | gl_Position = u_Transform * vec4(coord, 0.0, 1.0); |
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76 | } |
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77 | |
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78 | [frag.glsl] |
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79 | |
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80 | #version 130 |
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81 | |
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82 | #define HAVE_SHADER_4 1 |
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83 | |
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84 | #if HAVE_SHADER_4 |
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85 | out vec4 out_Color; |
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86 | #else |
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87 | # define out_Color gl_FragColor |
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88 | # define in varying |
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89 | # define out |
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90 | #endif |
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91 | |
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92 | in vec4 pass_Foreground; |
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93 | in vec4 pass_Background; |
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94 | in vec2 pass_UV; |
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95 | |
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96 | uniform sampler2D u_Texture; |
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97 | |
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98 | void main(void) |
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99 | { |
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100 | vec2 c = gl_PointCoord * (1.0 / 32.0) + pass_UV; |
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101 | float t = texture2D(u_Texture, c).x; |
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102 | out_Color = mix(pass_Background, pass_Foreground, t); |
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103 | } |
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104 | |
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