From 070108cf09b1b561613b6eea04723afbbb464507 Mon Sep 17 00:00:00 2001 From: LLLL Colonq Date: Sun, 3 Mar 2024 00:10:10 -0500 Subject: Initial commit (new winit) --- src/assets/shaders/text/frag.glsl | 55 +++++++++++++++++++++++++++++++++++++++ src/assets/shaders/text/vert.glsl | 26 ++++++++++++++++++ 2 files changed, 81 insertions(+) create mode 100644 src/assets/shaders/text/frag.glsl create mode 100644 src/assets/shaders/text/vert.glsl (limited to 'src/assets/shaders/text') diff --git a/src/assets/shaders/text/frag.glsl b/src/assets/shaders/text/frag.glsl new file mode 100644 index 0000000..3a1694f --- /dev/null +++ b/src/assets/shaders/text/frag.glsl @@ -0,0 +1,55 @@ +#version 300 es +precision highp float; + +uniform sampler2D texture_data; +uniform int text_length; +uniform int text[256]; +uniform int char_width; +uniform int char_height; +uniform int font_width; +uniform int font_height; +uniform int text_width; +uniform int text_height; + +in vec2 vertex_texcoord; +out vec4 frag_color; + +void main() +{ + vec2 inverted_texcoord = vec2(vertex_texcoord.x, 1.0 - vertex_texcoord.y); + vec2 texcoord_pixels = inverted_texcoord * vec2(float(text_width), float(text_height)); + int texcoord_char_x = int(floor(texcoord_pixels.x)) / char_width; + int texcoord_char_y = int(floor(texcoord_pixels.y)) / char_height; + + int x = 0; + int y = 0; + int i = 0; + for (; i < text_length; ++i) { + if (x == texcoord_char_x && y == texcoord_char_y) { + break; + } + if (text[i] == 10) { + x = 0; + y += 1; + } else { + x += 1; + } + } + if (i == text_length || text[i] == 10) discard; + + int entry = text[i] - 32; + vec2 texcoord_base = vec2( + float(entry % (font_width / char_width)) * float(char_width), + float(entry / (font_width / char_width)) * float(char_height) + ); + // vec2 texcoord_base = vec2(8.0, 0.0); + vec2 texcoord_off = vec2( + mod(texcoord_pixels.x, float(char_width)), + mod(texcoord_pixels.y, float(char_height)) + ); + vec2 texcoord_final = (texcoord_base + texcoord_off) / vec2(float(font_width), float(font_height)); + + vec4 texel = texture(texture_data, texcoord_final); + if (texel.rgb == vec3(0.0, 0.0, 0.0)) discard; + frag_color = texel; +} \ No newline at end of file diff --git a/src/assets/shaders/text/vert.glsl b/src/assets/shaders/text/vert.glsl new file mode 100644 index 0000000..4005d75 --- /dev/null +++ b/src/assets/shaders/text/vert.glsl @@ -0,0 +1,26 @@ +#version 300 es +precision highp float; + +uniform mat4 view; +uniform mat4 position; + +out vec2 vertex_texcoord; + +void main() { + const vec2 positions[4] = vec2[]( + vec2(-1, -1), + vec2(+1, -1), + vec2(-1, +1), + vec2(+1, +1) + ); + const vec2 coords[4] = vec2[]( + vec2(0, 0), + vec2(1, 0), + vec2(0, 1), + vec2(1, 1) + ); + vec4 vertex = vec4(positions[gl_VertexID], 0.0, 1.0); + + vertex_texcoord = coords[gl_VertexID]; + gl_Position = view * position * vertex; +} -- cgit v1.2.3