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

68 lines
1.6 KiB
GLSL
Executable File

#version 330 core
in vec2 uvCoordinates;
flat in int atlasPage;
in vec2 paintUVCoordinates;
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 gradientColor(void)
{
float par = smoothstep(paintGradientEnds[0].x, paintGradientEnds[1].x, paintUVCoordinates.x) * (paintGradientStopCount - 1);
float nPar = clamp(par, 0, float(paintGradientStopCount - 1)) + paintGradientPositions[0] * 0.000001;
vec4 lCol = paintGradientColors[int(floor(nPar))];
vec4 rCol = paintGradientColors[int(ceil(nPar))];
float gamma = 0.45;
vec4 ilCol = vec4(pow(lCol.r, 1 / gamma), pow(lCol.g, 1 / gamma), pow(lCol.b, 1 / gamma), lCol.a);
vec4 irCol = vec4(pow(rCol.r, 1 / gamma), pow(rCol.g, 1 / gamma), pow(rCol.b, 1 / gamma), rCol.a);
vec4 fCol = mix(ilCol, irCol, fract(nPar));
return vec4(pow(fCol.r, gamma), pow(fCol.g, gamma), pow(fCol.b, gamma), fCol.a);
}
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;
}