IntegratedQuantum c04819c5af
Compile shaders in the CI, to validate that their syntax is correct (#1427)
* Move to glslang's convention for shader file suffix

* Update ci.yml

* Oops, a mistake in the shader, how could that happen?

* Does the command error on its own?

* Update ci.yml

* Revert "Oops, a mistake in the shader, how could that happen?"

This reverts commit 869c3323f3d3b5fa607b40e7847c389a12b01f33.

* Update ci.yml
2025-05-10 12:32:51 +02:00

40 lines
1.3 KiB
GLSL

#version 460
layout(location = 0) out vec4 frag_color;
layout(location = 0) in vec2 frag_face_pos;
layout(location = 1) flat in vec4 color;
layout(binding = 0) uniform sampler2D textureSampler;
// in pixels
layout(location = 0) uniform vec4 texture_rect;
layout(location = 1) uniform vec2 scene;
layout(location = 2) uniform vec2 offset;
layout(location = 3) uniform float ratio;
layout(location = 4) uniform int fontEffects;
layout(location = 6) uniform vec2 fontSize;
vec2 convert2Proportional(vec2 original, vec2 full){
return vec2(original.x/full.x, original.y/full.y);
}
void main() {
vec4 texture_rect_percentage = vec4(convert2Proportional(texture_rect.xy, fontSize), convert2Proportional(texture_rect.zw, fontSize));
vec2 texture_position = vec2(
texture_rect_percentage.x+
frag_face_pos.x*texture_rect_percentage.z
,
texture_rect_percentage.y+
frag_face_pos.y*texture_rect_percentage.w
);
if ((fontEffects & 0x01000000) != 0) { // make it bold in y by sampling more pixels.
vec2 pixel_offset = 1/fontSize;
frag_color = color*max(texture(textureSampler, texture_position).r,
texture(textureSampler, texture_position + vec2(0, 0.5f/fontSize.y)).r);
} else {
frag_color = color*texture(textureSampler,
texture_position).r;
}
}