Add font batch renderer
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#version 450 core
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layout(location = 0) out vec4 color;
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in vec4 v_color;
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in vec2 v_textureCoordinates;
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in flat float v_textureIndex;
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in float v_width;
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in float v_edge;
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in float v_borderWidth;
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in float v_borderEdge;
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in vec4 v_borderColor;
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in flat float v_offset;
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uniform sampler2D u_textures[32];
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float alpha(float textureAlpha)
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{
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float distance = 1.0f - textureAlpha;
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float alpha = 1.0f - smoothstep(v_width, v_width + v_edge, distance);
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return alpha;
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}
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void main()
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{
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vec4 textureColor = v_color;
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switch(int(v_textureIndex)) {
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case 0: break; // Texture unit 0 is reserved for no texture
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case 1: textureColor.a = alpha(texture(u_textures[1], v_textureCoordinates).a); break;
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// case 1: textureColor *= texture(u_textures[1], v_textureCoordinates); break;
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case 2: textureColor.a = alpha(texture(u_textures[2], v_textureCoordinates).a); break;
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case 3: textureColor.a = alpha(texture(u_textures[3], v_textureCoordinates).a); break;
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case 4: textureColor.a = alpha(texture(u_textures[4], v_textureCoordinates).a); break;
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case 5: textureColor.a = alpha(texture(u_textures[5], v_textureCoordinates).a); break;
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case 6: textureColor.a = alpha(texture(u_textures[6], v_textureCoordinates).a); break;
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case 7: textureColor.a = alpha(texture(u_textures[7], v_textureCoordinates).a); break;
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case 8: textureColor.a = alpha(texture(u_textures[8], v_textureCoordinates).a); break;
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case 9: textureColor.a = alpha(texture(u_textures[9], v_textureCoordinates).a); break;
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case 10: textureColor.a = alpha(texture(u_textures[10], v_textureCoordinates).a); break;
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case 11: textureColor.a = alpha(texture(u_textures[11], v_textureCoordinates).a); break;
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case 12: textureColor.a = alpha(texture(u_textures[12], v_textureCoordinates).a); break;
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case 13: textureColor.a = alpha(texture(u_textures[13], v_textureCoordinates).a); break;
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case 14: textureColor.a = alpha(texture(u_textures[14], v_textureCoordinates).a); break;
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case 15: textureColor.a = alpha(texture(u_textures[15], v_textureCoordinates).a); break;
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case 16: textureColor.a = alpha(texture(u_textures[16], v_textureCoordinates).a); break;
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case 17: textureColor.a = alpha(texture(u_textures[17], v_textureCoordinates).a); break;
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case 18: textureColor.a = alpha(texture(u_textures[18], v_textureCoordinates).a); break;
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case 19: textureColor.a = alpha(texture(u_textures[19], v_textureCoordinates).a); break;
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case 20: textureColor.a = alpha(texture(u_textures[20], v_textureCoordinates).a); break;
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case 21: textureColor.a = alpha(texture(u_textures[21], v_textureCoordinates).a); break;
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case 22: textureColor.a = alpha(texture(u_textures[22], v_textureCoordinates).a); break;
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case 23: textureColor.a = alpha(texture(u_textures[23], v_textureCoordinates).a); break;
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case 24: textureColor.a = alpha(texture(u_textures[24], v_textureCoordinates).a); break;
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case 25: textureColor.a = alpha(texture(u_textures[25], v_textureCoordinates).a); break;
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case 26: textureColor.a = alpha(texture(u_textures[26], v_textureCoordinates).a); break;
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case 27: textureColor.a = alpha(texture(u_textures[27], v_textureCoordinates).a); break;
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case 28: textureColor.a = alpha(texture(u_textures[28], v_textureCoordinates).a); break;
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case 29: textureColor.a = alpha(texture(u_textures[29], v_textureCoordinates).a); break;
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case 30: textureColor.a = alpha(texture(u_textures[30], v_textureCoordinates).a); break;
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case 31: textureColor.a = alpha(texture(u_textures[31], v_textureCoordinates).a); break;
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}
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// textureColor.a = 1; // tmp
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color = textureColor;
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}
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@@ -0,0 +1,36 @@
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#version 450 core
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layout(location = 0) in vec3 a_position;
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layout(location = 1) in vec4 a_color;
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layout(location = 2) in vec2 a_textureCoordinates;
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layout(location = 3) in float a_textureIndex;
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layout(location = 4) in float a_width;
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layout(location = 5) in float a_edge;
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layout(location = 6) in float a_borderWidth;
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layout(location = 7) in float a_borderEdge;
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layout(location = 8) in vec4 a_borderColor;
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layout(location = 9) in float a_offset;
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out vec4 v_color;
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out vec2 v_textureCoordinates;
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out flat float v_textureIndex;
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out float v_width;
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out float v_edge;
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out float v_borderWidth;
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out float v_borderEdge;
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out vec4 v_borderColor;
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out flat float v_offset;
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void main()
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{
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v_color = a_color;
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v_textureCoordinates = a_textureCoordinates;
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v_textureIndex = a_textureIndex;
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v_width = a_width;
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v_edge = a_edge;
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v_borderWidth = a_borderWidth;
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v_borderEdge = a_borderEdge;
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v_borderColor = a_borderColor;
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v_offset = a_offset;
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gl_Position = vec4(a_position, 1.0f);
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}
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