#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 FIVE high effect bits are flags — the frozen-old cell // layer, a see-through cell background, an opaque block-cursor fill, a soft // shadow (decor.frag.glsl) or dotted page ground (ui.frag.glsl), and a // checker (decor) or a file name's shadow (ui) — so the id is what is left // below them; integer transport preserves the exact // cross-backend hash. layout(location = 6) in uvec4 a_effect; // A clip rectangle in target pixels (x0, y0, x1, y1): the fragment shader // drops what lies outside it. x1 < x0 is none. A vertical transition clips // its pane's instances to the box the pane is growing into. layout(location = 7) in vec4 a_clip; 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; layout(location = 5) flat out vec4 v_clip; 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 & 0x07ffffffu; 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; v_clip = a_clip; gl_Position = vec4(pos, 0.0, 1.0); }