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author | Joe Wilm <joe@jwilm.com> | 2016-06-04 21:26:28 -0700 |
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committer | Joe Wilm <joe@jwilm.com> | 2016-06-04 21:31:41 -0700 |
commit | 1f3f9add49d9b6fae8f57bb907b278eb06b513c9 (patch) | |
tree | d2413d48aa4f911b1e71386db9ef04478f7c859f /res/text.f.glsl | |
parent | 4fdd5280f1e79ea6575a6a110951c564a7dd235e (diff) | |
download | alacritty-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.glsl | 6 |
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); } |