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#if defined(GLES2_RENDERER)
// Require extension for dual source blending to work on GLES2.
#extension GL_EXT_blend_func_extended: require
#define int_t highp int
#define float_t highp float
#define vec3_t mediump vec3
#define texture texture2D
varying mediump vec2 TexCoords;
varying mediump vec3 fg;
varying highp float colored;
varying mediump vec4 bg;
#define FRAG_COLOR gl_FragColor
#define ALPHA_MASK gl_SecondaryFragColorEXT
#else
#define int_t int
#define float_t float
#define vec3_t vec3
in vec2 TexCoords;
flat in vec4 fg;
flat in vec4 bg;
layout(location = 0, index = 0) out vec4 color;
layout(location = 0, index = 1) out vec4 alphaMask;
#define FRAG_COLOR color
#define ALPHA_MASK alphaMask
#endif
#define COLORED 1
uniform int_t renderingPass;
uniform sampler2D mask;
void main() {
if (renderingPass == 0) {
if (bg.a == 0.0) {
discard;
}
ALPHA_MASK = vec4(1.0);
// Premultiply background color by alpha.
FRAG_COLOR = vec4(bg.rgb * bg.a, bg.a);
return;
}
#if !defined(GLES2_RENDERER)
float_t colored = fg.a;
#endif
// The wide char information is already stripped, so it's safe to check for equality here.
if (int(colored) == COLORED) {
// Color glyphs, like emojis.
FRAG_COLOR = texture(mask, TexCoords);
ALPHA_MASK = vec4(FRAG_COLOR.a);
// Revert alpha premultiplication.
if (FRAG_COLOR.a != 0.0) {
FRAG_COLOR.rgb = vec3(FRAG_COLOR.rgb / FRAG_COLOR.a);
}
FRAG_COLOR = vec4(FRAG_COLOR.rgb, 1.0);
} else {
// Regular text glyphs.
vec3_t textColor = texture(mask, TexCoords).rgb;
ALPHA_MASK = vec4(textColor, textColor.r);
FRAG_COLOR = vec4(fg.rgb, 1.0);
}
}
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