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;
}