#version 330 core layout (location = 0) in vec2 position; // Cell properties layout (location = 1) in vec2 gridCoords; // glyph properties layout (location = 2) in vec4 glyph; // uv mapping layout (location = 3) in vec4 uv; // text fg color layout (location = 4) in vec3 textColor; // Background color layout (location = 5) in vec3 backgroundColor; out vec2 TexCoords; out vec3 fg; out vec3 bg; // Terminal properties uniform vec2 termDim; uniform vec2 cellDim; uniform vec2 cellSep; uniform int backgroundPass; // Orthographic projection uniform mat4 projection; flat out int background; void main() { vec2 glyphOffset = glyph.xy; vec2 glyphSize = glyph.zw; vec2 uvOffset = uv.xy; vec2 uvSize = uv.zw; // 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; if (backgroundPass != 0) { cellPosition.y = cellPosition.y - 3; vec2 finalPosition = (cellDim + cellSep) * position + cellPosition; gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0); TexCoords = vec2(0, 0); } else { // Glyphs are offset within their cell; account for y-flip vec2 cellOffset = vec2(glyphOffset.x, glyphOffset.y - glyphSize.y); // position coordinates are normalized on [0, 1] vec2 finalPosition = glyphSize * position + cellPosition + cellOffset; gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0); TexCoords = uvOffset + vec2(position.x, 1 - position.y) * uvSize; } background = backgroundPass; bg = backgroundColor / vec3(255.0, 255.0, 255.0); fg = textColor / vec3(255.0, 255.0, 255.0); }