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-rw-r--r--shaders/ui.vert.glsl44
1 files changed, 44 insertions, 0 deletions
diff --git a/shaders/ui.vert.glsl b/shaders/ui.vert.glsl
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+#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;
+
+layout(location = 0) out vec2 v_uv;
+layout(location = 1) out vec3 v_fg;
+layout(location = 2) out vec3 v_bg;
+
+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);
+ } else if (corner == 1) {
+ pos = vec2(a_rect.z, a_rect.y);
+ uv = vec2(a_uv_rect.z, a_uv_rect.y);
+ } else if (corner == 2) {
+ pos = vec2(a_rect.z, a_rect.w);
+ uv = vec2(a_uv_rect.z, a_uv_rect.w);
+ } else if (corner == 3) {
+ pos = vec2(a_rect.x, a_rect.y);
+ uv = vec2(a_uv_rect.x, a_uv_rect.y);
+ } else if (corner == 4) {
+ pos = vec2(a_rect.z, a_rect.w);
+ uv = vec2(a_uv_rect.z, a_uv_rect.w);
+ } else {
+ pos = vec2(a_rect.x, a_rect.w);
+ uv = vec2(a_uv_rect.x, a_uv_rect.w);
+ }
+ v_uv = uv;
+ v_fg = a_fg;
+ v_bg = a_bg;
+ gl_Position = vec4(pos, 0.0, 1.0);
+}