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authorJoe Wilm <joe@jwilm.com>2016-06-04 21:26:28 -0700
committerJoe Wilm <joe@jwilm.com>2016-06-04 21:31:41 -0700
commit1f3f9add49d9b6fae8f57bb907b278eb06b513c9 (patch)
treed2413d48aa4f911b1e71386db9ef04478f7c859f /res/text.f.glsl
parent4fdd5280f1e79ea6575a6a110951c564a7dd235e (diff)
downloadalacritty-1f3f9add49d9b6fae8f57bb907b278eb06b513c9.tar.gz
alacritty-1f3f9add49d9b6fae8f57bb907b278eb06b513c9.zip
Optimize Rendering with batched draw calls
Draw calls are now batched for performance. Render times on git log at the default size are now ~200usec.
Diffstat (limited to 'res/text.f.glsl')
-rw-r--r--res/text.f.glsl6
1 files changed, 4 insertions, 2 deletions
diff --git a/res/text.f.glsl b/res/text.f.glsl
index e817626f..d3265712 100644
--- a/res/text.f.glsl
+++ b/res/text.f.glsl
@@ -1,15 +1,17 @@
#version 330 core
in vec2 TexCoords;
+flat in int InstanceId;
layout(location = 0, index = 0) out vec4 color;
layout(location = 0, index = 1) out vec4 alphaMask;
uniform sampler2D mask;
-uniform ivec3 textColor;
+uniform ivec3 textColor[32];
void main()
{
+ int i = InstanceId;
alphaMask = vec4(texture(mask, TexCoords).rgb, 1.0);
- vec3 textColorF = vec3(textColor) / vec3(255.0, 255.0, 255.0);
+ vec3 textColorF = vec3(textColor[i]) / vec3(255.0, 255.0, 255.0);
color = vec4(textColorF, 1.0);
}