32 lines
831 B
GLSL
32 lines
831 B
GLSL
#version 450
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layout(location = 0) in vec4 color;
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layout(location = 1) in vec2 texCoord;
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layout(location = 0) out vec4 outColor;
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layout(set = 2, binding = 0) uniform sampler2D texSampler;
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layout(set = 3, binding = 0) uniform TextConfig
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{
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vec4 textColor;
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vec4 borderColor;
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vec4 backgroundColor;
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float threshold;
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float borderSize;
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float smoothing;
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bool applyBorder;
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} textConfig;
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void main()
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{
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// interesting results
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//float distance = texture(texSampler, texCoord).r;
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//float alpha = smoothstep(textConfig.threshold - textConfig.smoothing, textConfig.threshold + textConfig.smoothing, distance);
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//outColor = vec4(textConfig.textColor) * alpha;
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vec4 sampled = vec4(1.0, 1.0, 1.0, texture(texSampler, texCoord).r);
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outColor = vec4(textConfig.textColor) * sampled;
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}
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