162 lines
4.9 KiB
GLSL
Vendored
162 lines
4.9 KiB
GLSL
Vendored
const GridShaderShared = ShaderShared + `
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#define RowHeight 15.0
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struct Grid
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{
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float minX;
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float minY;
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float maxX;
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float maxY;
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float pixelOffsetX;
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float pixelOffsetY;
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};
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uniform Viewport inViewport;
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uniform Grid inGrid;
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float Row(vec2 pixel_position)
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{
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return floor(pixel_position.y / RowHeight);
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}
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vec3 RowColour(float row)
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{
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float row_grey = (int(row) & 1) == 0 ? 0.25 : 0.23;
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return vec3(row_grey);
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}
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`;
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// -------------------------------------------------------------------------------------------------------------------------------
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// Vertex Shader
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// -------------------------------------------------------------------------------------------------------------------------------
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const GridVShader = GridShaderShared + `
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out vec2 varPixelPosition;
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void main()
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{
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vec2 position = QuadPosition(gl_VertexID, inGrid.minX, inGrid.minY, inGrid.maxX, inGrid.maxY);
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vec4 ndc_pos = UVToNDC(inViewport, position);
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gl_Position = ndc_pos;
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varPixelPosition = position - vec2(inGrid.minX, inGrid.minY) + vec2(inGrid.pixelOffsetX, inGrid.pixelOffsetY);
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}
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`;
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const GridNumberVShader = GridShaderShared + `
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out vec2 varPixelPosition;
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void main()
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{
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vec2 position = QuadPosition(gl_VertexID, inGrid.minX, inGrid.minY, inGrid.maxX, inGrid.maxY);
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vec4 ndc_pos = UVToNDC(inViewport, position);
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gl_Position = ndc_pos;
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varPixelPosition = position - vec2(inGrid.minX, inGrid.minY) + vec2(inGrid.pixelOffsetX, inGrid.pixelOffsetY);
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}
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`;
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// -------------------------------------------------------------------------------------------------------------------------------
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// Fragment Shader
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// -------------------------------------------------------------------------------------------------------------------------------
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const GridFShader = GridShaderShared + `
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// Array of samples
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uniform sampler2D inSamples;
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uniform float inSamplesLength;
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uniform float inFloatsPerSample;
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uniform float inNbSamples;
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in vec2 varPixelPosition;
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out vec4 outColour;
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void main()
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{
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// Font description
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float font_width_px = inTextBufferDesc.fontWidth;
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float font_height_px = inTextBufferDesc.fontHeight;
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float text_buffer_length = inTextBufferDesc.textBufferLength;
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// Which row are we on?
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float row = Row(varPixelPosition);
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vec3 row_colour = RowColour(row);
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float text_weight = 0.0;
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vec3 text_colour = vec3(0.0);
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if (row < inNbSamples)
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{
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// Unpack colour and depth
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int colour_depth = floatBitsToInt(TextureBufferLookup(inSamples, row * inFloatsPerSample + 2.0, inSamplesLength).r);
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text_colour.r = float(colour_depth & 255) / 255.0;
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text_colour.g = float((colour_depth >> 8) & 255) / 255.0;
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text_colour.b = float((colour_depth >> 16) & 255) / 255.0;
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float depth = float(colour_depth >> 24);
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float text_buffer_offset = TextureBufferLookup(inSamples, row * inFloatsPerSample + 0.0, inSamplesLength).r;
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float text_length_chars = TextureBufferLookup(inSamples, row * inFloatsPerSample + 1.0, inSamplesLength).r;
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float text_length_px = text_length_chars * font_width_px;
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// Pixel position within the row
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vec2 pos_in_box_px;
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pos_in_box_px.x = varPixelPosition.x;
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pos_in_box_px.y = varPixelPosition.y - row * RowHeight;
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// Get text at this position
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vec2 text_start_px = vec2(4.0 + depth * 10.0, 3.0);
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text_weight = LookupText(pos_in_box_px - text_start_px, text_buffer_offset, text_length_chars);
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}
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outColour = vec4(mix(row_colour, text_colour, text_weight), 1.0);
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}
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`;
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const GridNumberFShader = GridShaderShared + `
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// Array of samples
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uniform sampler2D inSamples;
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uniform float inSamplesLength;
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uniform float inFloatsPerSample;
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uniform float inNbSamples;
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// Offset within the sample
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uniform float inNumberOffset;
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uniform float inNbFloatChars;
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in vec2 varPixelPosition;
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out vec4 outColour;
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void main()
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{
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// Font description
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float font_width_px = inTextBufferDesc.fontWidth;
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float font_height_px = inTextBufferDesc.fontHeight;
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float text_buffer_length = inTextBufferDesc.textBufferLength;
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// Which row are we on?
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float row = Row(varPixelPosition);
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vec3 row_colour = RowColour(row);
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float text_weight = 0.0;
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if (row < inNbSamples)
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{
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// Pixel position within the row
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vec2 pos_in_box_px;
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pos_in_box_px.x = varPixelPosition.x;
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pos_in_box_px.y = varPixelPosition.y - row * RowHeight;
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// Get the number at this pixel
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const vec2 text_start_px = vec2(4.0, 3.0);
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float number = TextureBufferLookup(inSamples, row * inFloatsPerSample + inNumberOffset, inSamplesLength).r;
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text_weight = LookupNumber(pos_in_box_px - text_start_px, number, inNbFloatChars);
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}
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outColour = vec4(mix(row_colour, vec3(1.0), text_weight), 1.0);
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}
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`;
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