2016-06-30 00:01:22 -04:00
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// Copyright 2016 Joe Wilm, The Alacritty Project Contributors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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2016-02-23 23:42:58 -05:00
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#version 330 core
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layout (location = 0) in vec2 position;
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2016-06-06 16:20:35 -04:00
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// Cell properties
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layout (location = 1) in vec2 gridCoords;
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// glyph properties
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layout (location = 2) in vec4 glyph;
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// uv mapping
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layout (location = 3) in vec4 uv;
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// text fg color
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layout (location = 4) in vec3 textColor;
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// Background color
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layout (location = 5) in vec4 backgroundColor;
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out vec2 TexCoords;
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out vec3 fg;
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out vec4 bg;
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// Terminal properties
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uniform vec2 termDim;
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uniform vec2 cellDim;
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uniform float visualBell;
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uniform int backgroundPass;
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// Orthographic projection
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uniform mat4 projection;
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flat out float vb;
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flat out int background;
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void main()
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{
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vec2 glyphOffset = glyph.xy;
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vec2 glyphSize = glyph.zw;
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vec2 uvOffset = uv.xy;
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vec2 uvSize = uv.zw;
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// Position of cell from top-left
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vec2 cellPosition = (cellDim) * gridCoords;
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// Invert Y since framebuffer origin is bottom-left
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cellPosition.y = termDim.y - cellPosition.y - cellDim.y;
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if (backgroundPass != 0) {
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cellPosition.y = cellPosition.y;
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vec2 finalPosition = cellDim * position + cellPosition;
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gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0);
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TexCoords = vec2(0, 0);
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} else {
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// Glyphs are offset within their cell; account for y-flip
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vec2 cellOffset = vec2(glyphOffset.x, glyphOffset.y - glyphSize.y);
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// position coordinates are normalized on [0, 1]
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vec2 finalPosition = glyphSize * position + cellPosition + cellOffset;
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gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0);
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TexCoords = uvOffset + vec2(position.x, 1 - position.y) * uvSize;
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}
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vb = visualBell;
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background = backgroundPass;
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bg = vec4(backgroundColor.rgb / 255.0, backgroundColor.a);
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fg = textColor / vec3(255.0, 255.0, 255.0);
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}
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