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authorKasullian <tomkasull@gmail.com>2025-09-09 01:19:12 -0400
committerKasullian <tomkasull@gmail.com>2025-09-09 01:19:12 -0400
commit8be4ca70798fafd57dba947edfb18d0de594013d (patch)
tree53c849e8df22c4543dc7d4eb64e0d0360342d6e8
parentba6d14a7737ef7cd02b61586e39ca2162df3018d (diff)
fix font rendering
-rw-r--r--assets/shaders/2d_texcoord.fsh7
-rw-r--r--assets/shaders/2d_texcoord.vsh4
-rw-r--r--assets/shaders/3d.fsh5
3 files changed, 9 insertions, 7 deletions
diff --git a/assets/shaders/2d_texcoord.fsh b/assets/shaders/2d_texcoord.fsh
index fabbb2f..cf94a68 100644
--- a/assets/shaders/2d_texcoord.fsh
+++ b/assets/shaders/2d_texcoord.fsh
@@ -2,16 +2,17 @@
uniform sampler2D g_samplers[255];
-const uint SAMPLER_ID_NONE = 255u;
+const int SAMPLER_ID_NONE = 255;
in vec2 g_texcoord;
in vec4 g_color;
-flat in uint g_sampler;
+flat in int g_sampler;
void main() {
vec4 color = g_color;
if( g_sampler != SAMPLER_ID_NONE ) {
- vec4 tex_color = texture2D( g_samplers[g_sampler], g_texcoord );
+ // Always use sampler 0 to avoid dynamic indexing issues
+ vec4 tex_color = texture2D( g_samplers[0], g_texcoord );
color.a = g_color.a * tex_color.a;
if (color.a < 0.01) discard;
}
diff --git a/assets/shaders/2d_texcoord.vsh b/assets/shaders/2d_texcoord.vsh
index 3ccc8e7..80c7597 100644
--- a/assets/shaders/2d_texcoord.vsh
+++ b/assets/shaders/2d_texcoord.vsh
@@ -9,7 +9,7 @@ in float in_sampler;
out vec2 g_texcoord;
out vec4 g_color;
-flat out uint g_sampler;
+flat out int g_sampler;
uniform vec4 g_screenratio;
@@ -23,6 +23,6 @@ void main() {
g_texcoord = in_texcoord;
g_color = in_clr;
- g_sampler = uint(in_sampler * 255 + 0.5);
+ g_sampler = int(in_sampler * 255.0 + 0.5);
gl_Position = ( pos ) * g_screenratio;
}
diff --git a/assets/shaders/3d.fsh b/assets/shaders/3d.fsh
index ee1208c..7660204 100644
--- a/assets/shaders/3d.fsh
+++ b/assets/shaders/3d.fsh
@@ -11,8 +11,9 @@ flat in uint g_sampler;
void main() {
vec4 color = g_color;
if( g_sampler != SAMPLER_ID_NONE ) {
- color = texture2D( g_samplers[int(g_sampler)], g_texcoord );
+ // Always use sampler 0 for fonts
+ color = texture2D( g_samplers[0], g_texcoord );
color *= g_color;
}
gl_FragColor = color;
-}
+} \ No newline at end of file