#version 150 #if defined(RENDERTYPE_TEXT) #ifdef VERTEX_SHADER struct Transform { vec4 color; vec4 topRight; vec4 topLeft; vec4 centerRight; vec4 textureColor; vec2 textureUV; vec2 screenSize; vec3 position; vec4 screenOffset; vec4 initScreen; float textDepth; } transform; void hideScoreboardNumbers(vec3 position, vec3 numberColor, int vertex) { if(transform.position.z != position.z || gl_VertexID % vertex > 0) return; if(transform.initScreen.x < position.x || transform.initScreen.y < position.y) return; if(transform.color.r != numberColor.r / 255.0 || transform.color.g != numberColor.g / 255.0 || transform.color.b != numberColor.b / 255.0) return; transform.position.x += transform.screenSize.x + 100; } void offset(float alpha, vec2 gui, vec2 screen, bool align) { if(transform.textureColor.a != alpha) { return; } if(align && mod(round(transform.screenSize.x), 2) != 0) { transform.position.x += 1; } transform.position.x += gui.x; transform.position.y += gui.y; transform.screenOffset.x += screen.x; transform.screenOffset.y += screen.y; } void atlasOffset(vec4 atlas, vec4 color, vec2 gui, vec2 screen) { if(atlas != color) { return; } transform.position.x += gui.x; transform.position.y += gui.y; transform.screenOffset.x += screen.x; transform.screenOffset.y += screen.y; } void anchorZ(float alpha, float depth, float target) { if(transform.textureColor.a != alpha) { return; } if(transform.textDepth != depth) { return; } transform.position.z = target; } void verticalSlide(float alpha, float time) { if(transform.textureColor.a != alpha) { return; } transform.position.y += (time * 15) - 10; } #endif #ifdef FRAGMENT_SHADER struct Transform { vec4 texColor; vec4 color; vec4 colorMod; vec4 vertexColor; float textDepth; } transform; void disableShadow(float depth) { if(transform.color.a < 0.1 || transform.color.a == 1.0 / 255.0) { discard; } if(transform.texColor.a < 1.0) { if(transform.textDepth == depth || transform.textDepth == 0) { discard; } if(transform.texColor.a == 254.0 / 255.0) { transform.color = vec4(transform.texColor.rgb, 1.0) * transform.vertexColor * transform.colorMod; } } } #endif #endif