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authorclyne <clyne@bitgloo.com>2019-09-25 14:35:10 -0400
committerGitHub <noreply@github.com>2019-09-25 14:35:10 -0400
commit5de39474dd9c17cc7f09015f291769fbe3fd5931 (patch)
tree73de6ae8aad4418cd19d55d5b468a20b404446ec /Shaders
parentec0ab456cf869f2daa6dea41158c54da745626d8 (diff)
parent1703f84121f18277c2a9bd671e204730c131c102 (diff)
Merge pull request #2 from tcsullivan/font-support
Font support
Diffstat (limited to 'Shaders')
-rw-r--r--Shaders/ui.frag16
-rw-r--r--Shaders/ui.vert21
-rw-r--r--Shaders/world.frag2
-rw-r--r--Shaders/world.vert3
4 files changed, 31 insertions, 11 deletions
diff --git a/Shaders/ui.frag b/Shaders/ui.frag
index 737344e..63e7eb0 100644
--- a/Shaders/ui.frag
+++ b/Shaders/ui.frag
@@ -1,12 +1,22 @@
+#version 130
+
+#ifdef GL_FRAGMENT_PRECISION_HIGH
+precision highp float;
+#else
+precision mediump float;
+#endif
+
uniform sampler2D sampler;
-varying vec2 texCoord;
-varying vec4 color;
+in vec2 texCoord;
+in vec4 color;
+
+out vec4 FragColor;
void main(){
vec4 pixelColor = texture2D(sampler, vec2(texCoord.x, texCoord.y));
//TODO allow antialiasing
//if (pixelColor.w != 1.0f)
// discard;
- gl_FragColor = pixelColor * color;
+ FragColor = pixelColor.r * color;
}
diff --git a/Shaders/ui.vert b/Shaders/ui.vert
index b2fcba4..d2e3902 100644
--- a/Shaders/ui.vert
+++ b/Shaders/ui.vert
@@ -1,14 +1,19 @@
-attribute vec3 coord2d;
-attribute vec2 tex_coord;
+#version 130
-uniform mat4 ortho;
-uniform vec4 tex_color;
+in vec3 coord2d;
+in vec2 tex_coord;
-varying vec2 texCoord;
-varying vec4 color;
+uniform mat4 projection;
+uniform mat4 view;
+uniform mat4 model;
+
+out vec2 texCoord;
+out vec4 color;
void main(){
texCoord = tex_coord;
- color = tex_color;
- gl_Position = ortho * vec4(coord2d.xyz, 1.0);
+ color = vec4(0.0f, 0.0f, 0.0f, 1.0f);
+ //color = tex_color;
+ //gl_Position = ortho * vec4(coord2d.xyz, 1.0f);
+ gl_Position = projection * view * model * vec4(coord2d.xyz, 1.0f);
}
diff --git a/Shaders/world.frag b/Shaders/world.frag
index 18945a8..79d87aa 100644
--- a/Shaders/world.frag
+++ b/Shaders/world.frag
@@ -9,6 +9,7 @@ precision mediump float;
uniform sampler2D textu;
uniform sampler2D normu;
+in float fragTrans;
in vec2 texCoord;
in vec4 fragCoord;
out vec4 FragColor;
@@ -25,6 +26,7 @@ void main()
vec3 Falloff = vec3(0.4, 0.1, 0.002);
vec4 DiffuseColor = texture2D(textu, texCoord);
+ DiffuseColor *= fragTrans;
if (DiffuseColor.a < 0.1f)
discard;
diff --git a/Shaders/world.vert b/Shaders/world.vert
index aa183a2..28fd307 100644
--- a/Shaders/world.vert
+++ b/Shaders/world.vert
@@ -3,16 +3,19 @@
//layout(location = 0)in vec3 vertex;
in vec3 vertex;
in vec2 texc;
+in float trans;
uniform mat4 projection;
uniform mat4 view;
uniform mat4 model;
+out float fragTrans;
out vec2 texCoord;
out vec4 fragCoord;
void main()
{
+ fragTrans = trans;
texCoord = texc;
fragCoord = vec4(vertex, 1.0f);
gl_Position = projection * view * model * fragCoord;