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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// Cell properties.
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layout (location = 0) in vec2 gridCoords;
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2020-05-12 09:23:35 -04:00
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// Glyph properties.
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layout (location = 1) in vec4 glyph;
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// uv mapping.
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layout (location = 2) in vec4 uv;
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// Text fg color.
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layout (location = 3) in vec3 textColor;
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// Background color.
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layout (location = 4) in vec4 backgroundColor;
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// Set to 1 if the glyph colors should be kept.
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layout (location = 5) in int coloredGlyph;
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out vec2 TexCoords;
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flat out vec3 fg;
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flat out vec4 bg;
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flat out int colored;
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2016-06-04 18:30:17 -04:00
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// Terminal properties
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uniform vec2 cellDim;
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uniform vec4 projection;
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uniform int backgroundPass;
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void main()
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{
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vec2 projectionOffset = projection.xy;
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vec2 projectionScale = projection.zw;
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// Compute vertex corner position
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vec2 position;
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position.x = (gl_VertexID == 0 || gl_VertexID == 1) ? 1. : 0.;
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position.y = (gl_VertexID == 0 || gl_VertexID == 3) ? 0. : 1.;
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// Position of cell from top-left
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vec2 cellPosition = cellDim * gridCoords;
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if (backgroundPass != 0) {
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vec2 finalPosition = cellPosition + cellDim * position;
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gl_Position = vec4(projectionOffset + projectionScale * finalPosition, 0.0, 1.0);
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TexCoords = vec2(0, 0);
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} else {
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vec2 glyphSize = glyph.zw;
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vec2 glyphOffset = glyph.xy;
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glyphOffset.y = cellDim.y - glyphOffset.y;
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vec2 finalPosition = cellPosition + glyphSize * position + glyphOffset;
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gl_Position = vec4(projectionOffset + projectionScale * finalPosition, 0.0, 1.0);
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vec2 uvOffset = uv.xy;
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vec2 uvSize = uv.zw;
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TexCoords = uvOffset + position * uvSize;
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}
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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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colored = coloredGlyph;
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}
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