diff options
Diffstat (limited to 'res')
-rw-r--r-- | res/text.f.glsl | 7 | ||||
-rw-r--r-- | res/text.v.glsl | 43 |
2 files changed, 26 insertions, 24 deletions
diff --git a/res/text.f.glsl b/res/text.f.glsl index d3265712..d2defb39 100644 --- a/res/text.f.glsl +++ b/res/text.f.glsl @@ -1,17 +1,14 @@ #version 330 core in vec2 TexCoords; -flat in int InstanceId; +in vec3 fg; layout(location = 0, index = 0) out vec4 color; layout(location = 0, index = 1) out vec4 alphaMask; uniform sampler2D mask; -uniform ivec3 textColor[32]; void main() { - int i = InstanceId; alphaMask = vec4(texture(mask, TexCoords).rgb, 1.0); - vec3 textColorF = vec3(textColor[i]) / vec3(255.0, 255.0, 255.0); - color = vec4(textColorF, 1.0); + color = vec4(fg, 1.0); } diff --git a/res/text.v.glsl b/res/text.v.glsl index 66bfad0c..276b1dc3 100644 --- a/res/text.v.glsl +++ b/res/text.v.glsl @@ -1,46 +1,51 @@ #version 330 core layout (location = 0) in vec2 position; +// Cell properties +layout (location = 1) in vec2 gridCoords; + +// glyph properties +layout (location = 2) in vec4 glyph; + +// uv mapping +layout (location = 3) in vec4 uv; + +// text fg color +layout (location = 4) in vec3 textColor; + out vec2 TexCoords; -flat out int InstanceId; +out vec3 fg; // Terminal properties uniform vec2 termDim; uniform vec2 cellDim; uniform vec2 cellSep; -// Cell properties -uniform vec2 gridCoords[32]; - -// glyph properties -uniform vec2 glyphScale[32]; -uniform vec2 glyphOffset[32]; - -// uv mapping -uniform vec2 uvScale[32]; -uniform vec2 uvOffset[32]; - // Orthographic projection uniform mat4 projection; void main() { - int i = gl_InstanceID; + vec2 glyphOffset = glyph.xy; + vec2 glyphSize = glyph.zw; + + vec2 uvOffset = uv.xy; + vec2 uvSize = uv.zw; // Position of cell from top-left - vec2 cellPosition = (cellDim + cellSep) * gridCoords[i]; + vec2 cellPosition = (cellDim + cellSep) * gridCoords; // 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[i].x, - glyphOffset[i].y - glyphScale[i].y); + vec2 cellOffset = vec2(glyphOffset.x, + glyphOffset.y - glyphSize.y); // position coordinates are normalized on [0, 1] - vec2 finalPosition = glyphScale[i] * position + cellPosition + cellOffset; + vec2 finalPosition = glyphSize * position + cellPosition + cellOffset; gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0); - TexCoords = vec2(position.x, 1 - position.y) * uvScale[i] + uvOffset[i]; - InstanceId = i; + TexCoords = uvOffset + vec2(position.x, 1 - position.y) * uvSize; + fg = textColor / vec3(255.0, 255.0, 255.0); } |