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alacritty/res/text.f.glsl
Joe Wilm ed7aa96907
Refactor Instanced Drawing to use Vertex Arrays
Per-instanced data was previously stored in uniforms. This required
several OpenGL calls to upload all of the data, and it was more complex
to prepare (several vecs vs one).

Additionally, drawing APIs are now accessible through a `RenderApi`
(obtained through `QuadRenderer::with_api`) which enables some RAII
patterns. Specifically, checks for batch flushing are handled in Drop.
2016-06-06 13:20:35 -07:00

14 lines
276 B
GLSL

#version 330 core
in vec2 TexCoords;
in vec3 fg;
layout(location = 0, index = 0) out vec4 color;
layout(location = 0, index = 1) out vec4 alphaMask;
uniform sampler2D mask;
void main()
{
alphaMask = vec4(texture(mask, TexCoords).rgb, 1.0);
color = vec4(fg, 1.0);
}