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#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;
// 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 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;
// Position of cell from top-left
vec2 cellPosition = (cellDim) * gridCoords;
// Invert Y since framebuffer origin is bottom-left
cellPosition.y = termDim.y - cellPosition.y - cellDim.y;
if (backgroundPass != 0) {
cellPosition.y = cellPosition.y - 3;
vec2 finalPosition = cellDim * 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;
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);
}
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