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authorJoe Wilm <joe@jwilm.com>2016-06-06 16:54:15 -0700
committerJoe Wilm <joe@jwilm.com>2016-06-06 16:54:15 -0700
commitcdea958e71fd59c8d2051feb4631badd6891e751 (patch)
treedc18120cb739e16a0c1a62eaaf42ff61091b3a7a /res
parent6636cf6b9fa03a711f8c3aa2d6ca43248fecfc0f (diff)
downloadalacritty-cdea958e71fd59c8d2051feb4631badd6891e751.tar.gz
alacritty-cdea958e71fd59c8d2051feb4631badd6891e751.zip
Add support for drawing background colors
Diffstat (limited to 'res')
-rw-r--r--res/text.f.glsl12
-rw-r--r--res/text.v.glsl31
2 files changed, 33 insertions, 10 deletions
diff --git a/res/text.f.glsl b/res/text.f.glsl
index d2defb39..5ba7255d 100644
--- a/res/text.f.glsl
+++ b/res/text.f.glsl
@@ -1,6 +1,8 @@
#version 330 core
in vec2 TexCoords;
in vec3 fg;
+in vec3 bg;
+flat in int background;
layout(location = 0, index = 0) out vec4 color;
layout(location = 0, index = 1) out vec4 alphaMask;
@@ -9,6 +11,12 @@ uniform sampler2D mask;
void main()
{
- alphaMask = vec4(texture(mask, TexCoords).rgb, 1.0);
- color = vec4(fg, 1.0);
+ if (background != 0) {
+ alphaMask = vec4(1.0, 1.0, 1.0, 1.0);
+ color = vec4(bg, 1.0);
+ } else {
+ alphaMask = vec4(texture(mask, TexCoords).rgb, 1.0);
+ color = vec4(fg, 1.0);
+ }
+
}
diff --git a/res/text.v.glsl b/res/text.v.glsl
index 276b1dc3..0432babd 100644
--- a/res/text.v.glsl
+++ b/res/text.v.glsl
@@ -12,23 +12,28 @@ layout (location = 3) in vec4 uv;
// text fg color
layout (location = 4) in vec3 textColor;
+// Background color
+layout (location = 5) in vec3 backgroundColor;
out vec2 TexCoords;
out vec3 fg;
+out vec3 bg;
// Terminal properties
uniform vec2 termDim;
uniform vec2 cellDim;
uniform vec2 cellSep;
+uniform int backgroundPass;
+
// Orthographic projection
uniform mat4 projection;
+flat out int background;
void main()
{
vec2 glyphOffset = glyph.xy;
vec2 glyphSize = glyph.zw;
-
vec2 uvOffset = uv.xy;
vec2 uvSize = uv.zw;
@@ -38,14 +43,24 @@ void main()
// Invert Y since framebuffer origin is bottom-left
cellPosition.y = termDim.y - cellPosition.y - cellDim.y;
- // Glyphs are offset within their cell; account for y-flip
- vec2 cellOffset = vec2(glyphOffset.x,
- glyphOffset.y - glyphSize.y);
+ if (backgroundPass != 0) {
+ cellPosition.y = cellPosition.y - 3;
+ vec2 finalPosition = (cellDim + cellSep) * position + cellPosition;
+ gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0);
+ TexCoords = vec2(0, 0);
+ } else {
+
+ // Glyphs are offset within their cell; account for y-flip
+ vec2 cellOffset = vec2(glyphOffset.x, glyphOffset.y - glyphSize.y);
+
+ // position coordinates are normalized on [0, 1]
+ vec2 finalPosition = glyphSize * position + cellPosition + cellOffset;
- // position coordinates are normalized on [0, 1]
- vec2 finalPosition = glyphSize * position + cellPosition + cellOffset;
+ gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0);
+ TexCoords = uvOffset + vec2(position.x, 1 - position.y) * uvSize;
+ }
- gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0);
- TexCoords = uvOffset + vec2(position.x, 1 - position.y) * uvSize;
+ background = backgroundPass;
+ bg = backgroundColor / vec3(255.0, 255.0, 255.0);
fg = textColor / vec3(255.0, 255.0, 255.0);
}