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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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+
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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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-
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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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-
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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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+
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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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+
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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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+
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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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+
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void main()
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{
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- vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
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- vec2 uvCellSize = charPixelSize / resolution;
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+ vec2 charPixelSize = vec2(fontSize, fontSize);
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+ vec2 uvCellSize = 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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+
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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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-
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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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}
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