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https://github.com/baldurk/renderdoc.git
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72 lines
2.2 KiB
GLSL
72 lines
2.2 KiB
GLSL
/******************************************************************************
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* The MIT License (MIT)
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*
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* Copyright (c) 2014-2016 Baldur Karlsson
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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******************************************************************************/
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struct glyph
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{
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vec4 posdata;
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vec4 uvdata;
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};
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layout (binding = 1, std140) uniform glyphdata
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{
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glyph glyphs[127-32];
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};
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layout (binding = 2, std140) uniform stringdata
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{
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uvec4 str[256];
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};
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out v2f
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{
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vec4 tex;
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vec2 glyphuv;
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} OUT;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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float gl_ClipDistance[];
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};
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void main(void)
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{
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const vec3 verts[4] = vec3[4](vec3( 0.0, 0.0, 0.5),
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vec3( 1.0, 0.0, 0.5),
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vec3( 0.0, 1.0, 0.5),
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vec3( 1.0, 1.0, 0.5));
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vec3 pos = verts[gl_VertexID];
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uint strindex = gl_InstanceID;
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vec2 charPos = vec2(strindex + pos.x + TextPosition.x, -pos.y - TextPosition.y);
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glyph G = glyphs[str[strindex].x];
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gl_Position = vec4(charPos.xy*2.0f*TextSize*FontScreenAspect.xy + vec2(-1, 1), 1, 1);
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OUT.glyphuv.xy = (pos.xy - G.posdata.xy) * G.posdata.zw;
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OUT.tex = G.uvdata * CharacterSize.xyxy;
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}
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