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-rw-r--r--alacritty/res/glsl3/text.v.glsl69
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diff --git a/alacritty/res/glsl3/text.v.glsl b/alacritty/res/glsl3/text.v.glsl
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+// 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);
+}