rework text shader, add basic and rect shaders

This commit is contained in:
Josh Holtrop 2014-06-26 10:45:20 -04:00
parent 7623a85e4e
commit c5de5ae479
5 changed files with 68 additions and 7 deletions

View File

@ -0,0 +1,6 @@
uniform vec4 color;
void main(void)
{
gl_FragColor = color;
}

View File

@ -0,0 +1,21 @@
/* Viewport width and height */
uniform ivec2 viewport_size;
/* Position of lower left corner of glyph */
uniform ivec2 position;
/* Vertex coordinates: x, y */
attribute vec2 coords;
/**
* Map coordinates such that:
* (0 .. viewport_size.[xy]) => (-1.0 .. 1.0)
*/
vec2 map_to_screen(vec2 position)
{
return 2.0 * position / viewport_size - 1.0;
}
void main(void)
{
gl_Position = vec4(map_to_screen((vec2)position + coords), 0, 1);
}

View File

@ -0,0 +1,23 @@
/* Viewport width and height */
uniform ivec2 viewport_size;
/* Position of lower left corner of rectangle */
uniform ivec2 position;
/* Size of the rectangle */
uniform ivec2 size;
/* Vertex coordinates: x, y (0 or 1) */
attribute ivec2 coords;
/**
* Map coordinates such that:
* (0 .. viewport_size.[xy]) => (-1.0 .. 1.0)
*/
vec2 map_to_screen(vec2 position)
{
return 2.0 * position / viewport_size - 1.0;
}
void main(void)
{
gl_Position = vec4(map_to_screen((vec2)(position + coords * size)), 0, 1);
}

View File

@ -1,5 +1,7 @@
/* Texture coordinate: s, t */
varying vec2 texture_coord_v;
/* Texture unit */
uniform sampler2D texture;
uniform vec4 color;

View File

@ -1,16 +1,25 @@
uniform vec2 screen_size;
uniform vec2 position;
/* Viewport width and height */
uniform ivec2 viewport_size;
/* Position of lower left corner of glyph */
uniform ivec2 position;
/* Vertex coordinates: x, y, s, t */
attribute vec4 coords;
/* Output texture coordinate: s, t */
varying vec2 texture_coord_v;
/**
* Map coordinates such that:
* (0 .. viewport_size.[xy]) => (-1.0 .. 1.0)
*/
vec2 map_to_screen(vec2 position)
{
return 2.0 * position / viewport_size - 1.0;
}
void main(void)
{
// Map coordinates such that:
// (0 .. screen_size.x) => (-1.0 .. 1.0)
gl_Position = vec4(2.0 * (position.x + coords.x) / screen_size.x - 1.0,
2.0 * (position.y + coords.y) / screen_size.y - 1.0,
0, 1);
gl_Position = vec4(map_to_screen((vec2)position + coords.xy), 0, 1);
texture_coord_v = coords.zw;
}