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FreeTypeGL-0.0.1: shaders/text.frag

/* =========================================================================
 * Freetype GL - A C OpenGL Freetype engine
 * Platform:    Any
 * WWW:         http://code.google.com/p/freetype-gl/
 * -------------------------------------------------------------------------
 * Copyright 2011 Nicolas P. Rougier. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *  1. Redistributions of source code must retain the above copyright notice,
 *     this list of conditions and the following disclaimer.
 *
 *  2. Redistributions in binary form must reproduce the above copyright
 *     notice, this list of conditions and the following disclaimer in the
 *     documentation and/or other materials provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY NICOLAS P. ROUGIER ''AS IS'' AND ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
 * EVENT SHALL NICOLAS P. ROUGIER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
 * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 *
 * The views and conclusions contained in the software and documentation are
 * those of the authors and should not be interpreted as representing official
 * policies, either expressed or implied, of Nicolas P. Rougier.
 * ========================================================================= */

/* This is the GPU program's copy of glyph_vertex_t and must remain in
   sync! */
uniform sampler2D texture;
uniform vec3  pixel;
varying float vgamma;
varying float vshift;

void main() {

    // LCD Off
    if( pixel.z == 1.0)
    {
        vec2 uv = gl_TexCoord[0].xy;
        float a = texture2D(texture, uv).a;
        gl_FragColor = gl_Color * pow( a, 1.0/vgamma );
        return;
    }

    // LCD On
    vec2 uv      = gl_TexCoord[0].xy;
    vec4 current = texture2D(texture, uv);
    vec4 previous= texture2D(texture, uv+vec2(-1,0)*pixel.xy);
    vec4 next    = texture2D(texture, uv+vec2(+1,0)*pixel.xy);

    float r = current.r;
    float g = current.g;
    float b = current.b;

    if( vshift <= 0.333 )
    {
        float z = vshift/0.333;
        r = mix(current.r, previous.b, z);
        g = mix(current.g, current.r,  z);
        b = mix(current.b, current.g,  z);
    } 
    else if( vshift <= 0.666 )
    {
        float z = (vshift-0.33)/0.333;
        r = mix(previous.b, previous.g, z);
        g = mix(current.r,  previous.b, z);
        b = mix(current.g,  current.r,  z);
    }
   else if( vshift < 1.0 )
    {
        float z = (vshift-0.66)/0.334;
        r = mix(previous.g, previous.r, z);
        g = mix(previous.b, previous.g, z);
        b = mix(current.r,  previous.b, z);
    }

    vec3 color = pow( vec3(r,g,b), vec3(1.0/vgamma));
    gl_FragColor.rgb = color*gl_Color.rgb;
    gl_FragColor.a = (color.r+color.g+color.b)/3.0 * gl_Color.a;
}