#version 330 core layout (location = 0) in vec2 position; out vec2 TexCoords; // Terminal properties uniform vec2 termDim; uniform vec2 cellDim; uniform vec2 cellSep; // Cell properties uniform vec2 gridCoords; // glyph properties uniform vec2 glyphScale; uniform vec2 glyphOffset; // uv mapping uniform vec2 uvScale; uniform vec2 uvOffset; // Orthographic projection uniform mat4 projection; void main() { // Position of cell from top-left vec2 cellPosition = (cellDim + cellSep) * gridCoords; // 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.x, glyphOffset.y - glyphScale.y); // position coordinates are normalized on [0, 1] vec2 finalPosition = glyphScale * position + cellPosition + cellOffset; gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0); TexCoords = vec2(position.x, 1 - position.y) * uvScale + uvOffset; }