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