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+// 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
+// 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 fg color.
+layout (location = 3) in vec3 textColor;
+
+// Background color.
+layout (location = 4) in vec4 backgroundColor;
+
+// Set to 1 if the glyph colors should be kept.
+layout (location = 5) in int coloredGlyph;
+
+out vec2 TexCoords;
+flat out vec3 fg;
+flat out vec4 bg;
+flat out int colored;
+
+// Terminal properties
+uniform vec2 cellDim;
+uniform vec4 projection;
+
+uniform int backgroundPass;
+
+
+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 finalPosition = cellPosition + cellDim * 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 = vec4(backgroundColor.rgb / 255.0, backgroundColor.a);
+ fg = textColor / vec3(255.0, 255.0, 255.0);
+ colored = coloredGlyph;
+}