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author | Christian Duerr <chrisduerr@users.noreply.github.com> | 2018-12-17 19:06:07 +0000 |
---|---|---|
committer | GitHub <noreply@github.com> | 2018-12-17 19:06:07 +0000 |
commit | cf9d94eb1256881d48b1a3dc63db6caf32bfb841 (patch) | |
tree | daae5794b13ba42cdfe57b431eedd76aa8a12b49 /res | |
parent | 0c3e28617a95b4ca30ad9bdbb9114f1e4d41dce5 (diff) | |
download | alacritty-cf9d94eb1256881d48b1a3dc63db6caf32bfb841.tar.gz alacritty-cf9d94eb1256881d48b1a3dc63db6caf32bfb841.zip |
Add color option to visual bell
This adds the option to specify the color of the visual bell using the
`visual_bell.color` configuration setting.
This is done by rendering a big quad over the entire screen, which also
opens up options to draw other arbitrary rectangles on the screen in the
future.
Diffstat (limited to 'res')
-rw-r--r-- | res/rect.f.glsl | 22 | ||||
-rw-r--r-- | res/rect.v.glsl | 25 | ||||
-rw-r--r-- | res/text.f.glsl | 3 | ||||
-rw-r--r-- | res/text.v.glsl | 4 |
4 files changed, 49 insertions, 5 deletions
diff --git a/res/rect.f.glsl b/res/rect.f.glsl new file mode 100644 index 00000000..907ee858 --- /dev/null +++ b/res/rect.f.glsl @@ -0,0 +1,22 @@ +// Copyright 2016 Joe Wilm, The Alacritty Project Contributors +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +#version 330 core +in vec4 color; + +out vec4 FragColor; + +void main() +{ + FragColor = color; +} diff --git a/res/rect.v.glsl b/res/rect.v.glsl new file mode 100644 index 00000000..a353b6b0 --- /dev/null +++ b/res/rect.v.glsl @@ -0,0 +1,25 @@ +// Copyright 2016 Joe Wilm, The Alacritty Project Contributors +// +// Licensed under the Apache License, Version 2.0 (the "License"); +// you may not use this file except in compliance with the License. +// You may obtain a copy of the License at +// +// http://www.apache.org/licenses/LICENSE-2.0 +// +// Unless required by applicable law or agreed to in writing, software +// distributed under the License is distributed on an "AS IS" BASIS, +// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. +// See the License for the specific language governing permissions and +// limitations under the License. +#version 330 core +layout (location = 0) in vec3 aPos; + +out vec4 color; + +uniform vec4 col; + +void main() +{ + gl_Position = vec4(aPos.x, aPos.y, aPos.z, 1.0); + color = col; +} diff --git a/res/text.f.glsl b/res/text.f.glsl index 5915960f..532cf929 100644 --- a/res/text.f.glsl +++ b/res/text.f.glsl @@ -15,7 +15,6 @@ in vec2 TexCoords; in vec3 fg; in vec4 bg; -flat in float vb; flat in int background; layout(location = 0, index = 0) out vec4 color; @@ -31,7 +30,7 @@ void main() discard; alphaMask = vec4(1.0); - color = vec4(bg.rgb + vb, 1.0); + color = vec4(bg.rgb, 1.0); } else { vec3 textColor = texture(mask, TexCoords).rgb; alphaMask = vec4(textColor, textColor.r); diff --git a/res/text.v.glsl b/res/text.v.glsl index 9580c71f..32aee5ac 100644 --- a/res/text.v.glsl +++ b/res/text.v.glsl @@ -25,6 +25,7 @@ layout (location = 3) in vec4 uv; // text fg color layout (location = 4) in vec3 textColor; + // Background color layout (location = 5) in vec4 backgroundColor; @@ -36,12 +37,10 @@ out vec4 bg; uniform vec2 termDim; uniform vec2 cellDim; -uniform float visualBell; uniform int backgroundPass; // Orthographic projection uniform mat4 projection; -flat out float vb; flat out int background; void main() @@ -73,7 +72,6 @@ void main() TexCoords = uvOffset + vec2(position.x, 1 - position.y) * uvSize; } - vb = visualBell; background = backgroundPass; bg = vec4(backgroundColor.rgb / 255.0, backgroundColor.a); fg = textColor / vec3(255.0, 255.0, 255.0); |