|  |  | @ -10,58 +10,71 @@ varying vec4 finalColor; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | uniform sampler2D texture0; | 
		
	
		
			
			|  |  |  | uniform vec2 resolution; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Fontsize less then 9 may be not complete | 
		
	
		
			
			|  |  |  | uniform float fontSize; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float greyScale(in vec3 col) { | 
		
	
		
			
			|  |  |  | float GreyScale(in vec3 col) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | return dot(col, vec3(0.2126, 0.7152, 0.0722)); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float character(float n, vec2 p) | 
		
	
		
			
			|  |  |  | float GetCharacter(float n, vec2 p) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | p = floor(p * vec2(4.0, -4.0) + 2.5); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Check if the coordinate is inside the 5x5 grid (0 to 4). | 
		
	
		
			
			|  |  |  | if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) { | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) { | 
		
	
		
			
			|  |  |  | return 1.0; // The bit is on, so draw this part of the character. | 
		
	
		
			
			|  |  |  | p = floor(p*vec2(-4.0, 4.0) + 2.5); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Check if the calculated coordinate is inside the 5x5 grid (from 0.0 to 4.0) | 
		
	
		
			
			|  |  |  | if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | float a = floor(p.x + 0.5) + 5.0*floor(p.y + 0.5); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // This checked if the 'a'-th bit of 'n' was set | 
		
	
		
			
			|  |  |  | float shiftedN = floor(n/pow(2.0, a)); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (mod(shiftedN, 2.0) == 1.0) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | return 1.0; // The bit is on | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | return 0.0; // The bit is off, or we are outside the grid. | 
		
	
		
			
			|  |  |  | return 0.0; // The bit is off, or we are outside the grid | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // ----------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  | // Main shader logic | 
		
	
		
			
			|  |  |  | // ----------------------------------------------------------------------------- | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | void main() | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | vec2 charPixelSize = vec2(fontSize, nf">fontSize * 1.8); | 
		
	
		
			
			|  |  |  | vec2 uvCellSize = nf">charPixelSize / resolution; | 
		
	
		
			
			|  |  |  | vec2 charPixelSize = vec2(fontSize, err">fontSize); | 
		
	
		
			
			|  |  |  | vec2 uvCellSize = err">charPixelSize/resolution; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize; | 
		
	
		
			
			|  |  |  | // The cell size is based on the fontSize set by application | 
		
	
		
			
			|  |  |  | vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | vec3 cellColor = texture2D(texture0, cellUV).rgb; | 
		
	
		
			
			|  |  |  | float gray = greyScale(cellColor); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float n =  4096; | 
		
	
		
			
			|  |  |  | // Gray is used to define what character will be selected to draw | 
		
	
		
			
			|  |  |  | float gray = GreyScale(cellColor); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float n =  4096.0; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // limited character set | 
		
	
		
			
			|  |  |  | // Character set from https://www.shadertoy.com/view/lssGDj | 
		
	
		
			
			|  |  |  | // Create new bitmaps https://thrill-project.com/archiv/coding/bitmap/ | 
		
	
		
			
			|  |  |  | if (gray > 0.2) n = 65600.0;    // : | 
		
	
		
			
			|  |  |  | if (gray > 0.3) n = 163153.0;   // * | 
		
	
		
			
			|  |  |  | if (gray > 0.3) n = 18725316.0; // v | 
		
	
		
			
			|  |  |  | if (gray > 0.4) n = 15255086.0; // o | 
		
	
		
			
			|  |  |  | if (gray > 0.5) n = 13121101.0; // & | 
		
	
		
			
			|  |  |  | if (gray > 0.6) n = 15252014.0; // 8 | 
		
	
		
			
			|  |  |  | if (gray > 0.7) n = 13195790.0; // @ | 
		
	
		
			
			|  |  |  | if (gray > 0.8) n = 11512810.0; // # | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0] | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | vec2 p = localUV * 2.0 - 1.0; | 
		
	
		
			
			|  |  |  | vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0] | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float charShape = character(n, p); | 
		
	
		
			
			|  |  |  | vec2 p = localUV*2.0 - 1.0; // Range [-1.0, 1.0] | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | vec3 final_col = cellColor * charShape; | 
		
	
		
			
			|  |  |  | // cellColor and charShape will define the color of the char | 
		
	
		
			
			|  |  |  | vec3 color = cellColor*GetCharacter(n, p); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | gl_FragColor = vec4(final_col, 1.0); | 
		
	
		
			
			|  |  |  | gl_FragColor = vec4(color, 1.0); | 
		
	
		
			
			|  |  |  | } |