| // 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 |
| layout (location = 0) in vec2 position; |
| |
| // Cell properties |
| layout (location = 1) in vec2 gridCoords; |
| |
| // glyph properties |
| layout (location = 2) in vec4 glyph; |
| |
| // uv mapping |
| layout (location = 3) in vec4 uv; |
| |
| // text fg color |
| layout (location = 4) in vec3 textColor; |
| // Background color |
| layout (location = 5) in vec4 backgroundColor; |
| |
| out vec2 TexCoords; |
| out vec3 fg; |
| out vec4 bg; |
| |
| // Terminal properties |
| uniform vec2 termDim; |
| uniform vec2 cellDim; |
| |
| uniform float visualBell; |
| uniform int backgroundPass; |
| |
| // Orthographic projection |
| uniform mat4 projection; |
| flat out float vb; |
| flat out int background; |
| |
| void main() |
| { |
| vec2 glyphOffset = glyph.xy; |
| vec2 glyphSize = glyph.zw; |
| vec2 uvOffset = uv.xy; |
| vec2 uvSize = uv.zw; |
| |
| // Position of cell from top-left |
| vec2 cellPosition = (cellDim) * gridCoords; |
| |
| // Invert Y since framebuffer origin is bottom-left |
| cellPosition.y = termDim.y - cellPosition.y - cellDim.y; |
| |
| if (backgroundPass != 0) { |
| cellPosition.y = cellPosition.y; |
| vec2 finalPosition = cellDim * position + cellPosition; |
| gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0); |
| TexCoords = vec2(0, 0); |
| } else { |
| // Glyphs are offset within their cell; account for y-flip |
| vec2 cellOffset = vec2(glyphOffset.x, glyphOffset.y - glyphSize.y); |
| |
| // position coordinates are normalized on [0, 1] |
| vec2 finalPosition = glyphSize * position + cellPosition + cellOffset; |
| |
| gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0); |
| TexCoords = uvOffset + vec2(position.x, 1 - position.y) * uvSize; |
| } |
| |
| vb = visualBell; |
| background = backgroundPass; |
| bg = vec4(backgroundColor.rgb / 255.0, backgroundColor.a); |
| fg = textColor / vec3(255.0, 255.0, 255.0); |
| } |