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alacritty/res/text.v.glsl
Joe Wilm b79574ee82 Fix solid background color opacity (#847)
Since landing the patch adding transparency support to Alacritty,
there's been an issue where othewise solid background cells were also
being rendered partially transparent. Now, all filled background cells
are rendered fully opaque.

Some logic was added to support discarding filled backgrounds which had
the same color as the default background. This means that, if the
default background is #000 and a cell has that background, it will never
be rendered opaque. This may not be correct.

Note that many truecolor vim color schemes print spaces for default
colored background cells. Performance can be dramatically improved by
using ctermbg=NONE guibg=NONE to skip rendering those cells.
2017-10-21 15:26:42 -07:00

80 lines
2.4 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
layout (location = 0) in vec2 position;
// Cell properties
layout (location = 1) in vec2 gridCoords;
// glyph properties
layout (location = 2) in vec4 glyph;
// uv mapping
layout (location = 3) in vec4 uv;
// text fg color
layout (location = 4) in vec3 textColor;
// Background color
layout (location = 5) in vec4 backgroundColor;
out vec2 TexCoords;
out vec3 fg;
out vec4 bg;
// Terminal properties
uniform vec2 termDim;
uniform vec2 cellDim;
uniform float visualBell;
uniform int backgroundPass;
// Orthographic projection
uniform mat4 projection;
flat out float vb;
flat out int background;
void main()
{
vec2 glyphOffset = glyph.xy;
vec2 glyphSize = glyph.zw;
vec2 uvOffset = uv.xy;
vec2 uvSize = uv.zw;
// Position of cell from top-left
vec2 cellPosition = (cellDim) * gridCoords;
// Invert Y since framebuffer origin is bottom-left
cellPosition.y = termDim.y - cellPosition.y - cellDim.y;
if (backgroundPass != 0) {
cellPosition.y = cellPosition.y;
vec2 finalPosition = cellDim * position + cellPosition;
gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0);
TexCoords = vec2(0, 0);
} else {
// Glyphs are offset within their cell; account for y-flip
vec2 cellOffset = vec2(glyphOffset.x, glyphOffset.y - glyphSize.y);
// position coordinates are normalized on [0, 1]
vec2 finalPosition = glyphSize * position + cellPosition + cellOffset;
gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0);
TexCoords = uvOffset + vec2(position.x, 1 - position.y) * uvSize;
}
vb = visualBell;
background = backgroundPass;
bg = vec4(backgroundColor.rgb / 255.0, backgroundColor.a);
fg = textColor / vec3(255.0, 255.0, 255.0);
}