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@johnbartholomew
Last active December 19, 2015 11:08
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// ---- text.vert.glsl
#version 150
uniform vec2 text_offset;
uniform vec2 rcp_screen_size;
in vec2 v_screen_pos;
in vec2 v_uv;
out vec2 f_uv;
void main() {
f_uv = v_uv;
gl_Position.xy = (v_screen_pos * rcp_screen_size) + text_offset;
gl_Position.z = 0.0;
gl_Position.w = 1.0;
}
// ---- text.frag.glsl
#version 150
uniform usampler2DRect tex;
uniform vec4 text_color_outer;
uniform vec4 text_color_inner;
in vec2 f_uv;
out vec4 out_color;
void main() {
float v = float(texture(tex, f_uv).r) / 254.0;
float a = clamp(2.0 * v, 0, 1);
float c = clamp((v - 0.5) * 2.0, 0, 1);
out_color = a * mix(text_color_outer, text_color_inner, c);
}
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