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alacritty/res/text.v.glsl
Joe Wilm 1f3f9add49
Optimize Rendering with batched draw calls
Draw calls are now batched for performance. Render times on git log at
the default size are now ~200usec.
2016-06-04 21:31:41 -07:00

46 lines
1.1 KiB
GLSL

#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;
}