#version 330 core in vec2 uvCoordinates; flat in int atlasPage; in vec2 paintUVCoordinates; flat in float paintGradientAngleCos; flat in float paintGradientAngleSin; flat in float[2] paintGradientEndsUnrotated; uniform sampler2DArray textureSampler; uniform int paintType; uniform vec4 paintColor; uniform int paintGradientStopCount; uniform vec4[16] paintGradientColors; uniform float[16] paintGradientPositions; uniform vec2[2] paintGradientEnds; uniform float pxScale; 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 tStart = paintGradientEndsUnrotated[0]; float gradientLength = paintGradientEndsUnrotated[1] - tStart; float t = paintUVCoordinates.x * paintGradientAngleCos - paintUVCoordinates.y * paintGradientAngleSin; float ti = paintGradientPositions[0] * gradientLength; float tni; vec4 col = paintGradientColors[0]; for (int i = 0; i < paintGradientStopCount - 1; i++) { 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) { vec3 texCoords = vec3(uvCoordinates, atlasPage); float threshold = 180.0 / 255.0 - 5.0 / pow(pxScale, 1.6); // Also help small text be readable float signedDist = texture(textureSampler, texCoords).r - threshold; vec4 col; switch (paintType) { case 0: col = solidColor(); break; case 1: col = gradientColor(); break; } col.a *= smoothstep(0, 2.4 / pxScale, signedDist); out_Color = col; }