plutoengine/engine-demo/basic-application/mods/tefek.plutogui/default/shaders/FragmentBitmapFontShader.glsl

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#version 330 core
in vec2 uvCoordinates;
in vec2 paintUVCoordinates;
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)
{
float angle = atan(-paintGradientEnds[1].y + paintGradientEnds[0].y, paintGradientEnds[1].x - paintGradientEnds[0].x);
float rotatedStartX = paintGradientEnds[0].x * cos(angle) - paintGradientEnds[0].y * sin(angle);
float rotatedEndX = paintGradientEnds[1].x * cos(angle) - paintGradientEnds[1].y * sin(angle);
float d = rotatedEndX - rotatedStartX;
float pX = paintUVCoordinates.x * cos(angle) - paintUVCoordinates.y * sin(angle);
float mr = smoothstep(rotatedStartX + paintGradientPositions[0] * d, rotatedStartX + paintGradientPositions[1] * d, pX);
vec4 col = gammaMix(paintGradientColors[0], paintGradientColors[1], mr);
for (int i = 1; i < paintGradientStopCount - 1; i++)
{
mr = smoothstep(rotatedStartX + paintGradientPositions[i] * d, rotatedStartX + paintGradientPositions[i + 1] * d, pX);
col = gammaMix(col, paintGradientColors[i + 1], mr);
}
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;
}