diff options
Diffstat (limited to 'shaders/prebuilt/ui.vert.glsl')
| -rw-r--r-- | shaders/prebuilt/ui.vert.glsl | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/shaders/prebuilt/ui.vert.glsl b/shaders/prebuilt/ui.vert.glsl new file mode 100644 index 00000000..08627dc0 --- /dev/null +++ b/shaders/prebuilt/ui.vert.glsl @@ -0,0 +1,72 @@ +#version 450 + +// Terminal cell renderer. The CPU uploads one instance per visible cell; this +// shader expands each instance into a two-triangle quad with gl_VertexIndex. +// The fragment shader mixes fg/bg by the atlas's alpha (a glyph mask in the R +// channel), so background fills and glyph foregrounds draw in a single pass. + +layout(location = 0) in vec4 a_rect; // x0, y0, x1, y1 +layout(location = 1) in vec4 a_uv_rect; // u0, v0, u1, v1 +layout(location = 2) in vec3 a_fg; +layout(location = 3) in vec3 a_bg; +// Final and presented panel rectangles in NDC. The CPU still uploads logical +// final cells; this shader is the only place transition geometry is applied. +layout(location = 4) in vec4 a_panel_rect; +layout(location = 5) in vec4 a_present_rect; +// effect id, eased-progress float bits, pane serial, local row/column packed +// into one uint. The high effect bit marks the frozen-old cell layer; integer +// transport preserves the exact cross-backend hash. +layout(location = 6) in uvec4 a_effect; + +layout(location = 0) out vec2 v_uv; +layout(location = 1) out vec3 v_fg; +layout(location = 2) out vec3 v_bg; +layout(location = 3) out vec2 v_cell_uv; +layout(location = 4) flat out uvec4 v_effect; + +void main() { + vec2 pos; + vec2 uv; + int corner = gl_VertexIndex % 6; + if (corner == 0) { + pos = vec2(a_rect.x, a_rect.y); + uv = vec2(a_uv_rect.x, a_uv_rect.y); + v_cell_uv = vec2(0.0, 0.0); + } else if (corner == 1) { + pos = vec2(a_rect.z, a_rect.y); + uv = vec2(a_uv_rect.z, a_uv_rect.y); + v_cell_uv = vec2(1.0, 0.0); + } else if (corner == 2) { + pos = vec2(a_rect.z, a_rect.w); + uv = vec2(a_uv_rect.z, a_uv_rect.w); + v_cell_uv = vec2(1.0, 1.0); + } else if (corner == 3) { + pos = vec2(a_rect.x, a_rect.y); + uv = vec2(a_uv_rect.x, a_uv_rect.y); + v_cell_uv = vec2(0.0, 0.0); + } else if (corner == 4) { + pos = vec2(a_rect.z, a_rect.w); + uv = vec2(a_uv_rect.z, a_uv_rect.w); + v_cell_uv = vec2(1.0, 1.0); + } else { + pos = vec2(a_rect.x, a_rect.w); + uv = vec2(a_uv_rect.x, a_uv_rect.w); + v_cell_uv = vec2(0.0, 1.0); + } + + uint effect = a_effect.x & 0x7fffffffu; + if (effect == 1u || effect == 2u || effect == 5u) { + // NDC y points up, so a top-left/bottom-right box has a NEGATIVE y + // delta. Preserve that sign or every local y is mirrored/outside. + vec2 panel_size = a_panel_rect.zw - a_panel_rect.xy; + panel_size.x = abs(panel_size.x) < 0.000001 ? 0.000001 : panel_size.x; + panel_size.y = abs(panel_size.y) < 0.000001 ? -0.000001 : panel_size.y; + vec2 within = (pos - a_panel_rect.xy) / panel_size; + pos = mix(a_present_rect.xy, a_present_rect.zw, within); + } + v_uv = uv; + v_fg = a_fg; + v_bg = a_bg; + v_effect = a_effect; + gl_Position = vec4(pos, 0.0, 1.0); +} |
