co-maps/libs/shaders/GL/text_outlined_gui.fsh.glsl

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2025-11-22 13:58:55 +01:00
#ifdef ENABLE_VTF
layout (location = 0) in LOW_P vec4 v_color;
#else
layout (location = 1) in vec2 v_colorTexCoord;
layout (binding = 1) uniform sampler2D u_colorTex;
#endif
layout (location = 2) in vec2 v_maskTexCoord;
layout (location = 0) out vec4 v_FragColor;
layout (binding = 0) uniform UBO
{
mat4 u_modelView;
mat4 u_projection;
vec2 u_contrastGamma;
vec2 u_position;
float u_isOutlinePass;
float u_opacity;
float u_length;
};
layout (binding = 2) uniform sampler2D u_maskTex;
void main()
{
#ifdef ENABLE_VTF
LOW_P vec4 glyphColor = v_color;
#else
LOW_P vec4 glyphColor = texture(u_colorTex, v_colorTexCoord);
#endif
float dist = texture(u_maskTex, v_maskTexCoord).r;
float alpha = smoothstep(u_contrastGamma.x - u_contrastGamma.y, u_contrastGamma.x + u_contrastGamma.y, dist) * u_opacity;
glyphColor.a *= alpha;
v_FragColor = glyphColor;
}