| #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 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); |
| } |