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

66 lines
2.3 KiB
GLSL
Executable File

/*
* 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 position;
in vec2 uvCoords;
in int page;
in vec2 paintUVCoords;
uniform int paintType;
flat out float paintGradientAngleCos;
flat out float paintGradientAngleSin;
flat out float[2] paintGradientEndsUnrotated;
uniform vec2[2] paintGradientEnds;
out vec2 uvCoordinates;
out vec2 paintUVCoordinates;
flat out int atlasPage;
uniform mat4 projection;
uniform mat3 transformation;
void main(void)
{
atlasPage = page;
uvCoordinates = uvCoords;
paintUVCoordinates = paintUVCoords;
vec3 transformed = vec3((transformation * vec3(position, 1.0)).xy, 0.0);
if (paintType == 1)
{
float dy = paintGradientEnds[1].y - paintGradientEnds[0].y;
float dx = paintGradientEnds[1].x - paintGradientEnds[0].x;
float paintGradientAngle = atan(-dy, dx);
paintGradientAngleCos = cos(paintGradientAngle);
paintGradientAngleSin = sin(paintGradientAngle);
paintGradientEndsUnrotated[0] = paintGradientEnds[0].x * paintGradientAngleCos - paintGradientEnds[0].y * paintGradientAngleSin;
paintGradientEndsUnrotated[1] = paintGradientEnds[1].x * paintGradientAngleCos - paintGradientEnds[1].y * paintGradientAngleSin;
}
gl_Position = projection * vec4(transformed, 1.0);
}