mirror of
https://github.com/alacritty/alacritty.git
synced 2024-11-11 13:51:01 -05:00
74 lines
2.2 KiB
GLSL
74 lines
2.2 KiB
GLSL
// Copyright 2016 Joe Wilm, The Alacritty Project Contributors
|
|
//
|
|
// Licensed under the Apache License, Version 2.0 (the "License");
|
|
// you may not use this file except in compliance with the License.
|
|
// You may obtain a copy of the License at
|
|
//
|
|
// http://www.apache.org/licenses/LICENSE-2.0
|
|
//
|
|
// Unless required by applicable law or agreed to in writing, software
|
|
// distributed under the License is distributed on an "AS IS" BASIS,
|
|
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
|
|
// See the License for the specific language governing permissions and
|
|
// limitations under the License.
|
|
#version 330 core
|
|
// Cell properties
|
|
layout (location = 0) in vec2 gridCoords;
|
|
|
|
// glyph properties
|
|
layout (location = 1) in vec4 glyph;
|
|
|
|
// uv mapping
|
|
layout (location = 2) in vec4 uv;
|
|
|
|
// text fg color
|
|
layout (location = 3) in vec3 textColor;
|
|
|
|
// Background color
|
|
layout (location = 4) in vec4 backgroundColor;
|
|
|
|
out vec2 TexCoords;
|
|
flat out vec3 fg;
|
|
flat out vec4 bg;
|
|
|
|
// Terminal properties
|
|
uniform vec2 cellDim;
|
|
uniform vec4 projection;
|
|
|
|
uniform int backgroundPass;
|
|
|
|
|
|
void main()
|
|
{
|
|
vec2 projectionOffset = projection.xy;
|
|
vec2 projectionScale = projection.zw;
|
|
|
|
// Compute vertex corner position
|
|
vec2 position;
|
|
position.x = (gl_VertexID == 0 || gl_VertexID == 1) ? 1. : 0;
|
|
position.y = (gl_VertexID == 0 || gl_VertexID == 3) ? 0. : 1;
|
|
|
|
// Position of cell from top-left
|
|
vec2 cellPosition = cellDim * gridCoords;
|
|
|
|
if (backgroundPass != 0) {
|
|
vec2 finalPosition = cellPosition + cellDim * position;
|
|
gl_Position = vec4(projectionOffset + projectionScale * finalPosition, 0.0, 1.0);
|
|
|
|
TexCoords = vec2(0, 0);
|
|
} else {
|
|
vec2 glyphSize = glyph.zw;
|
|
vec2 glyphOffset = glyph.xy;
|
|
glyphOffset.y = cellDim.y - glyphOffset.y;
|
|
|
|
vec2 finalPosition = cellPosition + glyphSize * position + glyphOffset;
|
|
gl_Position = vec4(projectionOffset + projectionScale * finalPosition, 0.0, 1.0);
|
|
|
|
vec2 uvOffset = uv.xy;
|
|
vec2 uvSize = uv.zw;
|
|
TexCoords = uvOffset + position * uvSize;
|
|
}
|
|
|
|
bg = vec4(backgroundColor.rgb / 255.0, backgroundColor.a);
|
|
fg = textColor / vec3(255.0, 255.0, 255.0);
|
|
}
|