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author | Mike Erwin <significant.bit@gmail.com> | 2016-09-17 14:33:02 +0300 |
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committer | Mike Erwin <significant.bit@gmail.com> | 2016-09-17 14:33:48 +0300 |
commit | 1b1275f0db85101345def817fee486beebaa6b9a (patch) | |
tree | 1c6338f84ca852f587e213cea609a3f026984886 /source/blender/gpu/CMakeLists.txt | |
parent | c3034afa586e3c5009f852e42c6a46000daa2551 (diff) |
add GPU_SHADER_TEXT for font rendering
With USE_GLSL enabled, GPU_basic_shader(TEXTURE|COLOR) always rendered black. New shader uses a solid color + alpha channel of texture (which in our case is a font glyph). See fragment shader for details.
I prefer this approah -- multiple shaders that each do one thing well (and are easy to read/write/understand), instead of one shader that can do many things given the right options.
Diffstat (limited to 'source/blender/gpu/CMakeLists.txt')
-rw-r--r-- | source/blender/gpu/CMakeLists.txt | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt index 6d3052b1190..a0b236d67a9 100644 --- a/source/blender/gpu/CMakeLists.txt +++ b/source/blender/gpu/CMakeLists.txt @@ -130,6 +130,9 @@ data_to_c_simple(shaders/gpu_shader_3D_flat_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_smooth_color_vert.glsl SRC) data_to_c_simple(shaders/gpu_shader_3D_smooth_color_frag.glsl SRC) +data_to_c_simple(shaders/gpu_shader_text_vert.glsl SRC) +data_to_c_simple(shaders/gpu_shader_text_frag.glsl SRC) + data_to_c_simple(shaders/gpu_shader_geometry.glsl SRC) data_to_c_simple(shaders/gpu_shader_fire_frag.glsl SRC) data_to_c_simple(shaders/gpu_shader_smoke_frag.glsl SRC) |