alacritty/alacritty/res/glsl3/text.f.glsl

41 lines
1021 B
GLSL

in vec2 TexCoords;
flat in vec4 fg;
flat in vec4 bg;
uniform int backgroundPass;
layout(location = 0, index = 0) out vec4 color;
layout(location = 0, index = 1) out vec4 alphaMask;
uniform sampler2D mask;
#define COLORED 2
void main() {
if (backgroundPass != 0) {
if (bg.a == 0.0) {
discard;
}
alphaMask = vec4(1.0);
// Premultiply background color by alpha.
color = vec4(bg.rgb * bg.a, bg.a);
} else if ((int(fg.a) & COLORED) != 0) {
// Color glyphs, like emojis.
vec4 glyphColor = texture(mask, TexCoords);
alphaMask = vec4(glyphColor.a);
// Revert alpha premultiplication.
if (glyphColor.a != 0) {
glyphColor.rgb = vec3(glyphColor.rgb / glyphColor.a);
}
color = vec4(glyphColor.rgb, 1.0);
} else {
// Regular text glyphs.
vec3 textColor = texture(mask, TexCoords).rgb;
alphaMask = vec4(textColor, textColor.r);
color = vec4(fg.rgb, 1.0);
}
}