#version 330 core layout (location = 0) in vec2 position; out vec2 TexCoords; flat out int InstanceId; // Terminal properties uniform vec2 termDim; uniform vec2 cellDim; uniform vec2 cellSep; // Cell properties uniform vec2 gridCoords[32]; // glyph properties uniform vec2 glyphScale[32]; uniform vec2 glyphOffset[32]; // uv mapping uniform vec2 uvScale[32]; uniform vec2 uvOffset[32]; // Orthographic projection uniform mat4 projection; void main() { int i = gl_InstanceID; // Position of cell from top-left vec2 cellPosition = (cellDim + cellSep) * gridCoords[i]; // Invert Y since framebuffer origin is bottom-left cellPosition.y = termDim.y - cellPosition.y - cellDim.y; // Glyphs are offset within their cell; account for y-flip vec2 cellOffset = vec2(glyphOffset[i].x, glyphOffset[i].y - glyphScale[i].y); // position coordinates are normalized on [0, 1] vec2 finalPosition = glyphScale[i] * position + cellPosition + cellOffset; gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0); TexCoords = vec2(position.x, 1 - position.y) * uvScale[i] + uvOffset[i]; InstanceId = i; }