Files
renderdoc/renderdoc/data/glsl/gltext.frag
T

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1.7 KiB
GLSL

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2020-2022 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.
******************************************************************************/
uniform sampler2D font_tex;
varying vec4 tex;
varying vec2 glyphuv;
void main(void)
{
float text = 0.0;
if(glyphuv.x >= 0.0 && glyphuv.x <= 1.0 && glyphuv.y >= 0.0 && glyphuv.y <= 1.0)
{
vec2 uv;
uv.x = mix(tex.x, tex.z, glyphuv.x);
uv.y = mix(tex.y, tex.w, glyphuv.y);
text = texture2D(font_tex, uv).x;
}
gl_FragColor = vec4(vec3(text), clamp(text + 0.5, 0.0, 1.0));
}