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-rw-r--r--Data/Resources/Font/msyh.ttcbin0 -> 19647736 bytes
-rw-r--r--Data/Resources/Shaders/Editor-Text.glsl17
2 files changed, 11 insertions, 6 deletions
diff --git a/Data/Resources/Font/msyh.ttc b/Data/Resources/Font/msyh.ttc
new file mode 100644
index 0000000..37c28de
--- /dev/null
+++ b/Data/Resources/Font/msyh.ttc
Binary files differ
diff --git a/Data/Resources/Shaders/Editor-Text.glsl b/Data/Resources/Shaders/Editor-Text.glsl
index e2c2ae7..c58bd48 100644
--- a/Data/Resources/Shaders/Editor-Text.glsl
+++ b/Data/Resources/Shaders/Editor-Text.glsl
@@ -7,8 +7,7 @@ DepthTest Off
CMD_END
uniform mat4 gamelab_mat_mvp;
-uniform sampler2D uiTex;
-uniform vec2 uiText_ST;
+uniform sampler2D gamelab_main_tex;
VSH_BEGIN
layout (location = 0) in vec2 vPos;
@@ -16,24 +15,30 @@ layout (location = 1) in vec2 vUV;
layout (location = 2) in vec4 vColor;
out vec2 uv;
+out vec4 color;
void main()
{
- vec4 clip = gamelab_mat_mvp * vec4(vPos, -1, 1.0);
+ vec2 pos = vPos + vec2(10, 40);
+ vec4 clip = gamelab_mat_mvp * vec4(pos, -1, 1.0);
gl_Position = clip;
uv = vUV;
+ color = vColor;
}
VSH_END
FSH_BEGIN
in vec2 uv;
+in vec4 color;
out vec4 FragColor;
void main()
{
- vec2 uv = vec2(uv.x, 1 - uv.y);
- vec4 sampled = vec4(1,1,1,texture(uiTex, uv).r);
- FragColor = sampled;
+ //vec2 uv = vec2(uv.x, 1 - uv.y);
+ vec4 sampled = vec4(1,1,1,texture(gamelab_main_tex, uv).r);
+ sampled *= color;
+ // vec4 sampled = vec4(1,1,1,1);
+ FragColor = sampled;
}
FSH_END