plutoengine/engine-demo/jsr-clone/mods/tefek.plutogui/default/shaders/FragmentBitmapFontShader.glsl

106 lines
3.0 KiB
Plaintext
Raw Normal View History

2022-05-04 00:32:44 +00:00
/*
* MIT License
*
* Copyright (c) 2022 493msi
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#version 330 core
in vec2 uvCoordinates;
in vec2 paintUVCoordinates;
2022-04-29 21:57:19 +00:00
flat in float paintGradientAngleCos;
flat in float paintGradientAngleSin;
flat in float[2] paintGradientEndsUnrotated;
uniform sampler2DRect textureSampler;
uniform int paintType;
uniform vec4 paintColor;
uniform int paintGradientStopCount;
uniform vec4[16] paintGradientColors;
uniform float[16] paintGradientPositions;
uniform vec2[2] paintGradientEnds;
out vec4 out_Color;
vec4 solidColor(void)
{
return paintColor;
}
vec4 gammaMix(vec4 lCol, vec4 rCol, float ratio)
{
float gamma = 2.2;
float one_over_gamma = 1 / gamma;
vec4 ilCol = vec4(pow(lCol.r, gamma), pow(lCol.g, gamma), pow(lCol.b, gamma), lCol.a);
vec4 irCol = vec4(pow(rCol.r, gamma), pow(rCol.g, gamma), pow(rCol.b, gamma), rCol.a);
vec4 fCol = mix(ilCol, irCol, ratio);
return vec4(pow(fCol.r, one_over_gamma), pow(fCol.g, one_over_gamma), pow(fCol.b, one_over_gamma), fCol.a);
}
vec4 gradientColor(void)
{
2022-04-29 21:57:19 +00:00
float tStart = paintGradientEndsUnrotated[0];
float gradientLength = paintGradientEndsUnrotated[1] - tStart;
2022-04-29 21:57:19 +00:00
float t = paintUVCoordinates.x * paintGradientAngleCos - paintUVCoordinates.y * paintGradientAngleSin;
2022-04-29 21:57:19 +00:00
float ti = paintGradientPositions[0] * gradientLength;
float tni;
vec4 col = paintGradientColors[0];
2022-04-29 21:57:19 +00:00
for (int i = 0; i < paintGradientStopCount - 1; i++)
{
2022-04-29 21:57:19 +00:00
tni = paintGradientPositions[i + 1] * gradientLength;
float mixValue = smoothstep(tStart + ti, tStart + tni, t);
col = gammaMix(col, paintGradientColors[i + 1], mixValue);
ti = tni;
}
return col;
}
void main(void)
{
vec4 col;
switch (paintType)
{
case 0:
col = solidColor();
break;
case 1:
col = gradientColor();
break;
}
col.rgba *= texture(textureSampler, uvCoordinates);
out_Color = col;
}