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alacritty/res/text.v.glsl
Joe Wilm 2f058bd053
Optimize rendering
This moves some logic that was previously being done per-character into
the vertex shader. At this time, we've traded CPU computation for
additional gl::Uniform2f calls. This is only a marginal improvement.
However, this patch positions the renderer well for instanced drawing,
and that will be a huge performance win.
2016-06-04 15:30:17 -07:00

41 lines
1 KiB
GLSL

#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;
}