bettola/assets/shaders/text.frag
Ritchie Cunningham c3316b3da1 [Refactor] Implement batched text rendering.
Overhauls text rendering to improve performance.

Renderer was really ineffient, sending a separate GPU draw call for
every character rendered. This created a bottleneck, especially with
text-heavy UI stuff like the wallpaper.

- The 'TextRenderer' now generates a single texture atlas for all font
  glyhs on load so all characters share a single texture.
- 'begin()' / 'flush()' was added to the 'TextRenderer'. Calls to
  'render_text' now buffer vertex data (position, texture coords,
colour) instead of drawing immediately. A single 'flush()' call at the
end of a pass draws all buffered text in one draw call.
- A simple batching introduced some shitty visual layering bugs. to
  solve this, a staged flushing architecture has been implemented. Each
logical UI component is now responsible for managing its own rendering
passes, beginning and flushing text batches as needed to ensure correct
back-to-front layering.
2025-10-04 18:32:35 +01:00

12 lines
222 B
GLSL

#version 330 core
in vec2 TexCoords;
in vec3 ourColor;
out vec4 color;
uniform sampler2D text;
void main() {
vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
color = vec4(ourColor, 1.0) * sampled;
}