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5009566ea5
The option is an Alpha struct that ensures that the contained float is between 0.0 and 1.0. Background colors are multiplied by the opacity to properly alpha blend them.
37 lines
1.1 KiB
GLSL
37 lines
1.1 KiB
GLSL
// 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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#version 330 core
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in vec2 TexCoords;
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in vec3 fg;
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in vec3 bg;
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flat in float vb;
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flat in int background;
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layout(location = 0, index = 0) out vec4 color;
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layout(location = 0, index = 1) out vec4 alphaMask;
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uniform float bgOpacity;
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uniform sampler2D mask;
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void main()
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{
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if (background != 0) {
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alphaMask = vec4(1.0);
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color = vec4(bg + vb, 1.0) * bgOpacity;
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} else {
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vec3 textColor = texture(mask, TexCoords).rgb;
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alphaMask = vec4(textColor, textColor.r);
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color = vec4(fg, 1.0);
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}
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}
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