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d40f3b04f0
This addresses the main feedback in jwilm/alacritty/pull/430. I've decided to go from scratch instead of basing my work on top of what markandrus has already implemented to keep it as simple as possible. If there's any stuff that I should take from the other PR, please let me know. I can also try to send a PR to markandrus.
45 lines
1.3 KiB
GLSL
45 lines
1.3 KiB
GLSL
// Copyright 2016 Joe Wilm, The Alacritty Project Contributors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#version 330 core
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in vec2 TexCoords;
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in vec3 fg;
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in vec4 bg;
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in vec3 vbc;
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flat in float vb;
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flat in int background;
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layout(location = 0, index = 0) out vec4 color;
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layout(location = 0, index = 1) out vec4 alphaMask;
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uniform float bgOpacity;
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uniform sampler2D mask;
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void main()
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{
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if (background != 0) {
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if (bg.a == 0.0)
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discard;
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alphaMask = vec4(1.0);
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if (vb == 0) {
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color = vec4(bg.rgb, 1.0);
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} else {
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color = vec4(vbc, vb);
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}
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} else {
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vec3 textColor = texture(mask, TexCoords).rgb;
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alphaMask = vec4(textColor, textColor.r);
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color = vec4(fg, 1.0);
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}
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}
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