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Simple fix to the text bug
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1 changed files with 4 additions and 14 deletions
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@ -15,16 +15,10 @@
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uniform sampler2D Font;
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uniform sampler2D Font;
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uniform bool Outline;
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uniform bool Outline;
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uniform vec4 Color;
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uniform vec4 Color;
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uniform vec4 backgroundColor = vec4(1.0, 0.0, 0.0, 1.0);
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// the interpolated normal
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// the interpolated normal
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in vec3 _normal;
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in vec3 _normal;
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in vec2 _texCoord0;
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in vec2 _texCoord0;
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/*
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layout(location = 0) out vec4 _fragColor0;
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layout(location = 1) out vec4 _fragColor1;
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layout(location = 2) out vec4 _fragColor2;
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*/
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const float gamma = 2.2;
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const float gamma = 2.2;
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const float smoothing = 256.0;
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const float smoothing = 256.0;
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@ -52,21 +46,17 @@ void main() {
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// gamma correction for linear attenuation
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// gamma correction for linear attenuation
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a = pow(a, 1.0 / gamma);
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a = pow(a, 1.0 / gamma);
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// discard if unvisible
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if (a < 0.01) {
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if (a < 0.01) {
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discard;
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discard;
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}
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}
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// final color
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/* _fragColor0 = vec4(Color.rgb, Color.a * a);
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_fragColor1 = vec4(normalize(_normal.xyz), 0.0) * 0.5 + vec4(0.5, 0.5, 0.5, 0.5);
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_fragColor2 = vec4(Color.rgb, 10 / 128.0);
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*/
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packDeferredFragmentLightmap(
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packDeferredFragmentLightmap(
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normalize(_normal),
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normalize(_normal),
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step(alphaThreshold, Color.a * a),
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1.0,
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mix(Color.rgb, backgroundColor.rgb, Color.a * a),
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Color.rgb,
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DEFAULT_ROUGHNESS,
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DEFAULT_ROUGHNESS,
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DEFAULT_METALLIC,
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DEFAULT_METALLIC,
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DEFAULT_SPECULAR,
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DEFAULT_SPECULAR,
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mix(Color.rgb, backgroundColor.rgb, Color.a * a));
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Color.rgb);
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}
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}
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