Files
test/source/blender/gpu/shaders/gpu_shader_text_geom.glsl
Clément Foucault 4241d6a9cc BFL: Fix broken vertical texts.
I've made a separate version of the geom shader that works with full
3D modelviewmat.

This commit also includes some fixup inside blf_batching_start().
2018-03-30 22:50:17 +02:00

36 lines
803 B
GLSL

uniform mat4 ModelViewProjectionMatrix;
layout(points) in;
layout(triangle_strip, max_vertices = 4) out;
in vec4 pos_rect[];
in vec4 tex_rect[];
in vec4 color[];
flat out vec4 color_flat;
noperspective out vec2 texCoord_interp;
void main()
{
color_flat = color[0];
gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].xy, 0.0, 1.0));
texCoord_interp = tex_rect[0].xy;
EmitVertex();
gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].zy, 0.0, 1.0));
texCoord_interp = tex_rect[0].zy;
EmitVertex();
gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].xw, 0.0, 1.0));
texCoord_interp = tex_rect[0].xw;
EmitVertex();
gl_Position = (ModelViewProjectionMatrix * vec4(pos_rect[0].zw, 0.0, 1.0));
texCoord_interp = tex_rect[0].zw;
EmitVertex();
EndPrimitive();
}