Files
renderdoc/renderdoc/data/glsl/text.vert
T
2016-02-07 18:50:45 +01:00

72 lines
2.2 KiB
GLSL

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2014-2016 Baldur Karlsson
*
* 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.
******************************************************************************/
struct glyph
{
vec4 posdata;
vec4 uvdata;
};
layout (binding = 1, std140) uniform glyphdata
{
glyph glyphs[127-32];
};
layout (binding = 2, std140) uniform stringdata
{
uvec4 str[256];
};
out v2f
{
vec4 tex;
vec2 glyphuv;
} OUT;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[];
};
void main(void)
{
const vec3 verts[4] = vec3[4](vec3( 0.0, 0.0, 0.5),
vec3( 1.0, 0.0, 0.5),
vec3( 0.0, 1.0, 0.5),
vec3( 1.0, 1.0, 0.5));
vec3 pos = verts[gl_VertexID];
uint strindex = gl_InstanceID;
vec2 charPos = vec2(strindex + pos.x + TextPosition.x, -pos.y - TextPosition.y);
glyph G = glyphs[str[strindex].x];
gl_Position = vec4(charPos.xy*2.0f*TextSize*FontScreenAspect.xy + vec2(-1, 1), 1, 1);
OUT.glyphuv.xy = (pos.xy - G.posdata.xy) * G.posdata.zw;
OUT.tex = G.uvdata * CharacterSize.xyxy;
}