/* ========================================================================= * Freetype GL - A C OpenGL Freetype engine * Platform: Any * WWW: http://code.google.com/p/freetype-gl/ * ------------------------------------------------------------------------- * Copyright 2011 Nicolas P. Rougier. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY NICOLAS P. ROUGIER ''AS IS'' AND ANY EXPRESS OR * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL NICOLAS P. ROUGIER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, * INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are * those of the authors and should not be interpreted as representing official * policies, either expressed or implied, of Nicolas P. Rougier. * ========================================================================= */ /* This is the GPU program's copy of glyph_vertex_t and must remain in sync! */ uniform sampler2D texture; uniform vec3 pixel; varying float vgamma; varying float vshift; void main() { // LCD Off if( pixel.z == 1.0) { vec2 uv = gl_TexCoord[0].xy; float a = texture2D(texture, uv).a; gl_FragColor = gl_Color * pow( a, 1.0/vgamma ); return; } // LCD On vec2 uv = gl_TexCoord[0].xy; vec4 current = texture2D(texture, uv); vec4 previous= texture2D(texture, uv+vec2(-1,0)*pixel.xy); vec4 next = texture2D(texture, uv+vec2(+1,0)*pixel.xy); float r = current.r; float g = current.g; float b = current.b; if( vshift <= 0.333 ) { float z = vshift/0.333; r = mix(current.r, previous.b, z); g = mix(current.g, current.r, z); b = mix(current.b, current.g, z); } else if( vshift <= 0.666 ) { float z = (vshift-0.33)/0.333; r = mix(previous.b, previous.g, z); g = mix(current.r, previous.b, z); b = mix(current.g, current.r, z); } else if( vshift < 1.0 ) { float z = (vshift-0.66)/0.334; r = mix(previous.g, previous.r, z); g = mix(previous.b, previous.g, z); b = mix(current.r, previous.b, z); } vec3 color = pow( vec3(r,g,b), vec3(1.0/vgamma)); gl_FragColor.rgb = color*gl_Color.rgb; gl_FragColor.a = (color.r+color.g+color.b)/3.0 * gl_Color.a; }