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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 renderingPass;
#define WIDE_CHAR 2
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;
fg = vec4(textColor.rgb / 255.0, textColor.a);
bg = backgroundColor / 255.0;
float occupiedCells = 1;
if ((int(fg.a) >= WIDE_CHAR)) {
// Update wide char x dimension so it'll cover the following spacer.
occupiedCells = 2;
// Since we don't perform bitwise operations due to limitations of
// the GLES2 renderer,we subtract wide char bits keeping only colored.
fg.a = round(fg.a - WIDE_CHAR);
}
if (renderingPass == 0) {
vec2 backgroundDim = cellDim;
backgroundDim.x *= occupiedCells;
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;
}
}
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