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alacritty/res/text.v.glsl

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// Copyright 2016 Joe Wilm, The Alacritty Project Contributors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#version 330 core
// Cell properties.
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layout (location = 0) in vec2 gridCoords;
// Glyph properties.
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layout (location = 1) in vec4 glyph;
// uv mapping.
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layout (location = 2) in vec4 uv;
// Text fg color.
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layout (location = 3) in vec3 textColor;
// Background color.
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layout (location = 4) in vec4 backgroundColor;
// Set to 1 if the glyph colors should be kept.
layout (location = 5) in int coloredGlyph;
out vec2 TexCoords;
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flat out vec3 fg;
flat out vec4 bg;
flat out int colored;
// Terminal properties
uniform vec2 cellDim;
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uniform vec4 projection;
uniform int backgroundPass;
void main()
{
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vec2 projectionOffset = projection.xy;
vec2 projectionScale = projection.zw;
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// Compute vertex corner position
vec2 position;
position.x = (gl_VertexID == 0 || gl_VertexID == 1) ? 1. : 0.;
position.y = (gl_VertexID == 0 || gl_VertexID == 3) ? 0. : 1.;
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// Position of cell from top-left
vec2 cellPosition = cellDim * gridCoords;
if (backgroundPass != 0) {
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vec2 finalPosition = cellPosition + cellDim * position;
gl_Position = vec4(projectionOffset + projectionScale * finalPosition, 0.0, 1.0);
TexCoords = vec2(0, 0);
} else {
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vec2 glyphSize = glyph.zw;
vec2 glyphOffset = glyph.xy;
glyphOffset.y = cellDim.y - glyphOffset.y;
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vec2 finalPosition = cellPosition + glyphSize * position + glyphOffset;
gl_Position = vec4(projectionOffset + projectionScale * finalPosition, 0.0, 1.0);
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vec2 uvOffset = uv.xy;
vec2 uvSize = uv.zw;
TexCoords = uvOffset + position * uvSize;
}
bg = vec4(backgroundColor.rgb / 255.0, backgroundColor.a);
fg = textColor / vec3(255.0, 255.0, 255.0);
colored = coloredGlyph;
}