diff options
Diffstat (limited to 'alacritty/res/glsl3/text.v.glsl')
-rw-r--r-- | alacritty/res/glsl3/text.v.glsl | 69 |
1 files changed, 69 insertions, 0 deletions
diff --git a/alacritty/res/glsl3/text.v.glsl b/alacritty/res/glsl3/text.v.glsl new file mode 100644 index 00000000..5c22e0e6 --- /dev/null +++ b/alacritty/res/glsl3/text.v.glsl @@ -0,0 +1,69 @@ +// 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 foreground rgb packed together with cell flags. textColor.a +// are the bitflags; consult RenderingGlyphFlags in renderer/mod.rs +// for the possible values. +layout(location = 3) in vec4 textColor; + +// Background color. +layout(location = 4) in vec4 backgroundColor; + +out vec2 TexCoords; +flat out vec4 fg; +flat out vec4 bg; + +// Terminal properties +uniform vec2 cellDim; +uniform vec4 projection; + +uniform int backgroundPass; + +#define WIDE_CHAR 1 + +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 backgroundDim = cellDim; + if ((int(textColor.a) & WIDE_CHAR) != 0) { + // Update wide char x dimension so it'll cover the following spacer. + backgroundDim.x *= 2; + } + vec2 finalPosition = cellPosition + backgroundDim * 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 = backgroundColor / 255.0; + fg = vec4(textColor.rgb / 255.0, textColor.a); +} |