// // Copyright 2013 Pixar // // Licensed under the Apache License, Version 2.0 (the "Apache License") // with the following modification; you may not use this file except in // compliance with the Apache License and the following modification to it: // Section 6. Trademarks. is deleted and replaced with: // // 6. Trademarks. This License does not grant permission to use the trade // names, trademarks, service marks, or product names of the Licensor // and its affiliates, except as required to comply with Section 4(c) of // the License and to reproduce the content of the NOTICE file. // // You may obtain a copy of the Apache License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the Apache License with the above modification is // distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY // KIND, either express or implied. See the Apache License for the specific // language governing permissions and limitations under the Apache License. // #if __VERSION__ < 420 #define centroid #endif layout(std140) uniform Transform { mat4 ModelViewMatrix; mat4 ProjectionMatrix; mat4 ModelViewProjectionMatrix; }; //-------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------- #ifdef VERTEX_SHADER layout (location=0) in vec4 position; layout (location=1) in vec4 data; out block { vec4 position; vec4 data; } outpt; void main() { outpt.position = ModelViewMatrix * position; outpt.data = data; } #endif //-------------------------------------------------------------- // Geometry Shader //-------------------------------------------------------------- #ifdef GEOMETRY_SHADER layout(points) in; #define NVERTS 4 layout(triangle_strip, max_vertices = NVERTS) out; in block { vec4 position; vec4 data; } inpt[]; out block { vec4 position; centroid vec2 uv; flat int colorId; } outpt; void emit(int index, vec2 offset, vec2 uv) { outpt.position = inpt[0].position; outpt.uv = uv; outpt.colorId = int(inpt[0].data.w); gl_Position = (ProjectionMatrix * inpt[0].position) + vec4(offset, -0.01, 0.0); EmitVertex(); } #define FONT_TEXTURE_WIDTH 128 #define FONT_TEXTURE_HEIGHT 128 #define FONT_TEXTURE_COLUMNS 16 #define FONT_TEXTURE_ROWS 8 #define FONT_CHAR_WIDTH (FONT_TEXTURE_WIDTH/FONT_TEXTURE_COLUMNS) #define FONT_CHAR_HEIGHT (FONT_TEXTURE_HEIGHT/FONT_TEXTURE_ROWS) vec2 computeUV( int c ) { c = c % 0x7f; return vec2( float(c%FONT_TEXTURE_COLUMNS)/float(FONT_TEXTURE_COLUMNS), float(c/FONT_TEXTURE_COLUMNS)/float(FONT_TEXTURE_ROWS) ); } uniform float scale=0.025; void main() { gl_PrimitiveID = gl_PrimitiveIDIn; vec2 uv = computeUV(int(inpt[0].data.z)); vec2 dim = vec2(1.0/FONT_TEXTURE_COLUMNS, 1.0/FONT_TEXTURE_ROWS); vec2 ofs = inpt[0].data.xy; emit(0, scale * (vec2( 1.0, -2.0)+ofs), uv + dim); emit(1, scale * (vec2( 1.0, 2.0)+ofs), vec2(uv.x+dim.x, uv.y)); emit(2, scale * (vec2(-1.0, -2.0)+ofs), vec2(uv.x, uv.y+dim.y)); emit(3, scale * (vec2(-1.0, 2.0)+ofs), uv); EndPrimitive(); } #endif //-------------------------------------------------------------- // Fragment Shader //-------------------------------------------------------------- #ifdef FRAGMENT_SHADER in block { vec4 position; centroid vec2 uv; flat int colorId; } inpt; uniform sampler2D font; out vec4 outColor; out vec3 outNormal; const vec4 colors[9] = vec4[9](vec4(0.9,0.9,0.9,1.0), vec4(1.0,0.3,0.3,1.0), vec4(0.3,1.0,0.3,1.0), vec4(0.3,0.3,1.0,1.0), vec4(0.0,1.0,0.0,1.0), // green --- yellow --- red vec4(0.5,1.0,0.0,1.0), vec4(1.0,1.0,0.0,1.0), vec4(1.0,0.5,0.0,1.0), vec4(1.0,0.0,0.0,1.0)); void main() { vec4 bitmap = texture(font, inpt.uv); if (bitmap.a == 0.0) discard; outColor = bitmap * colors[inpt.colorId]; outNormal = vec3(0.0,0.0,1.0); //outColor = vec4(inpt.v.uv,0.0,1.0); } #endif