Move the GLSL shaders into their own files
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21874339f1
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@ -26,7 +26,7 @@ from .fast_data_types import (
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)
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from .fonts.render import set_font_family
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from .borders import BordersProgram
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from .char_grid import cursor_shader, cell_shader
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from .char_grid import load_shader_programs
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from .constants import is_key_pressed
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from .keys import interpret_text_event, interpret_key_event, get_shortcut, get_sent_data
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from .session import create_session
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@ -100,6 +100,7 @@ class Boss(Thread):
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glfw_window.window_focus_callback = self.on_focus
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self.tab_manager = TabManager(opts, args, startup_session)
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self.sprites = Sprites()
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cell_shader, cursor_shader = load_shader_programs()
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self.cell_program = ShaderProgram(*cell_shader)
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self.cursor_program = ShaderProgram(*cursor_shader)
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self.borders_program = BordersProgram()
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26
kitty/cell_fragment.glsl
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26
kitty/cell_fragment.glsl
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@ -0,0 +1,26 @@
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uniform sampler2DArray sprites;
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in vec3 sprite_pos;
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in vec3 underline_pos;
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in vec3 strike_pos;
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in vec3 foreground;
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in vec3 background;
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in vec3 decoration_fg;
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out vec4 final_color;
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vec3 blend(float alpha, vec3 over, vec3 under) {
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return over + (1 - alpha) * under;
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}
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void main() {
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float text_alpha = texture(sprites, sprite_pos).r;
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float underline_alpha = texture(sprites, underline_pos).r;
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float strike_alpha = texture(sprites, strike_pos).r;
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vec3 underline = underline_alpha * decoration_fg;
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vec3 strike = strike_alpha * foreground;
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vec3 fg = text_alpha * foreground;
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vec3 decoration = blend(underline_alpha, underline, strike);
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vec3 combined_fg = blend(text_alpha, fg, decoration);
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float combined_alpha = max(max(underline_alpha, strike_alpha), text_alpha);
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final_color = vec4(blend(combined_alpha, combined_fg, background), 1);
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}
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63
kitty/cell_vertex.glsl
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63
kitty/cell_vertex.glsl
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@ -0,0 +1,63 @@
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uniform uvec2 dimensions; // xnum, ynum
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uniform vec4 steps; // xstart, ystart, dx, dy
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uniform vec2 sprite_layout; // dx, dy
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uniform usamplerBuffer sprite_map; // gl_InstanceID -> x, y, z
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uniform ivec2 color_indices; // which color to use as fg and which as bg
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out vec3 sprite_pos;
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out vec3 underline_pos;
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out vec3 strike_pos;
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out vec3 foreground;
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out vec3 background;
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out vec3 decoration_fg;
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const uvec2 pos_map[] = uvec2[4](
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uvec2(1, 0), // right, top
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uvec2(1, 1), // right, bottom
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uvec2(0, 1), // left, bottom
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uvec2(0, 0) // left, top
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);
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const uint BYTE_MASK = uint(255);
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const uint ZERO = uint(0);
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const uint SMASK = uint(3);
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vec3 to_color(uint c) {
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uint r, g, b;
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r = (c >> 16) & BYTE_MASK;
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g = (c >> 8) & BYTE_MASK;
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b = c & BYTE_MASK;
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return vec3(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0);
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}
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vec3 to_sprite_pos(uvec2 pos, uint x, uint y, uint z) {
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vec2 s_xpos = vec2(x, float(x) + 1.0) * sprite_layout[0];
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vec2 s_ypos = vec2(y, float(y) + 1.0) * sprite_layout[1];
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return vec3(s_xpos[pos[0]], s_ypos[pos[1]], z);
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}
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void main() {
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uint instance_id = uint(gl_InstanceID);
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uint r = instance_id / dimensions[0];
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uint c = instance_id - r * dimensions[0];
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float left = steps[0] + c * steps[2];
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float top = steps[1] - r * steps[3];
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vec2 xpos = vec2(left, left + steps[2]);
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vec2 ypos = vec2(top, top - steps[3]);
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uvec2 pos = pos_map[gl_VertexID];
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gl_Position = vec4(xpos[pos[0]], ypos[pos[1]], 0, 1);
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int sprite_id = gl_InstanceID * STRIDE;
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uint x = texelFetch(sprite_map, sprite_id).r;
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uint y = texelFetch(sprite_map, sprite_id + 1).r;
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uint z = texelFetch(sprite_map, sprite_id + 2).r;
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sprite_pos = to_sprite_pos(pos, x, y, z);
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sprite_id += 3;
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uint fg = texelFetch(sprite_map, sprite_id + color_indices[0]).r;
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uint bg = texelFetch(sprite_map, sprite_id + color_indices[1]).r;
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uint decoration = texelFetch(sprite_map, sprite_id + 2).r;
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foreground = to_color(fg);
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background = to_color(bg);
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decoration_fg = to_color(decoration);
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underline_pos = to_sprite_pos(pos, (decoration >> 24) & SMASK, ZERO, ZERO);
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strike_pos = to_sprite_pos(pos, (decoration >> 26) & SMASK, ZERO, ZERO);
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}
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@ -20,6 +20,7 @@ from .fast_data_types import (
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glUniform4f, glUniform2i
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)
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from .rgb import to_color
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from .shaders import load_shaders
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from .utils import (
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color_as_int, color_from_int, get_logical_dpi, open_url, safe_print,
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set_primary_selection
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@ -32,137 +33,12 @@ class DynamicColor(Enum):
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default_fg, default_bg, cursor_color, highlight_fg, highlight_bg = range(1, 6)
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if DATA_CELL_SIZE % 3:
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raise ValueError('Incorrect data cell size, must be a multiple of 3')
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# cell shader {{{
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cell_shader = (
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'''\
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uniform uvec2 dimensions; // xnum, ynum
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uniform vec4 steps; // xstart, ystart, dx, dy
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uniform vec2 sprite_layout; // dx, dy
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uniform usamplerBuffer sprite_map; // gl_InstanceID -> x, y, z
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uniform ivec2 color_indices; // which color to use as fg and which as bg
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out vec3 sprite_pos;
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out vec3 underline_pos;
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out vec3 strike_pos;
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out vec3 foreground;
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out vec3 background;
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out vec3 decoration_fg;
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const uvec2 pos_map[] = uvec2[4](
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uvec2(1, 0), // right, top
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uvec2(1, 1), // right, bottom
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uvec2(0, 1), // left, bottom
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uvec2(0, 0) // left, top
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);
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const uint BYTE_MASK = uint(255);
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const uint ZERO = uint(0);
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const uint SMASK = uint(3);
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vec3 to_color(uint c) {
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uint r, g, b;
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r = (c >> 16) & BYTE_MASK;
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g = (c >> 8) & BYTE_MASK;
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b = c & BYTE_MASK;
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return vec3(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0);
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}
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vec3 to_sprite_pos(uvec2 pos, uint x, uint y, uint z) {
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vec2 s_xpos = vec2(x, float(x) + 1.0) * sprite_layout[0];
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vec2 s_ypos = vec2(y, float(y) + 1.0) * sprite_layout[1];
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return vec3(s_xpos[pos[0]], s_ypos[pos[1]], z);
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}
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void main() {
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uint instance_id = uint(gl_InstanceID);
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uint r = instance_id / dimensions[0];
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uint c = instance_id - r * dimensions[0];
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float left = steps[0] + c * steps[2];
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float top = steps[1] - r * steps[3];
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vec2 xpos = vec2(left, left + steps[2]);
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vec2 ypos = vec2(top, top - steps[3]);
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uvec2 pos = pos_map[gl_VertexID];
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gl_Position = vec4(xpos[pos[0]], ypos[pos[1]], 0, 1);
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int sprite_id = gl_InstanceID * STRIDE;
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uint x = texelFetch(sprite_map, sprite_id).r;
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uint y = texelFetch(sprite_map, sprite_id + 1).r;
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uint z = texelFetch(sprite_map, sprite_id + 2).r;
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sprite_pos = to_sprite_pos(pos, x, y, z);
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sprite_id += 3;
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uint fg = texelFetch(sprite_map, sprite_id + color_indices[0]).r;
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uint bg = texelFetch(sprite_map, sprite_id + color_indices[1]).r;
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uint decoration = texelFetch(sprite_map, sprite_id + 2).r;
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foreground = to_color(fg);
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background = to_color(bg);
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decoration_fg = to_color(decoration);
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underline_pos = to_sprite_pos(pos, (decoration >> 24) & SMASK, ZERO, ZERO);
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strike_pos = to_sprite_pos(pos, (decoration >> 26) & SMASK, ZERO, ZERO);
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}
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'''.replace('STRIDE', str(DATA_CELL_SIZE)),
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'''\
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uniform sampler2DArray sprites;
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in vec3 sprite_pos;
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in vec3 underline_pos;
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in vec3 strike_pos;
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in vec3 foreground;
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in vec3 background;
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in vec3 decoration_fg;
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out vec4 final_color;
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vec3 blend(float alpha, vec3 over, vec3 under) {
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return over + (1 - alpha) * under;
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}
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void main() {
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float text_alpha = texture(sprites, sprite_pos).r;
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float underline_alpha = texture(sprites, underline_pos).r;
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float strike_alpha = texture(sprites, strike_pos).r;
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vec3 underline = underline_alpha * decoration_fg;
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vec3 strike = strike_alpha * foreground;
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vec3 fg = text_alpha * foreground;
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vec3 decoration = blend(underline_alpha, underline, strike);
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vec3 combined_fg = blend(text_alpha, fg, decoration);
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float combined_alpha = max(max(underline_alpha, strike_alpha), text_alpha);
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final_color = vec4(blend(combined_alpha, combined_fg, background), 1);
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}
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''')
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# }}}
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# cursor shader {{{
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cursor_shader = (
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'''\
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uniform vec2 xpos;
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uniform vec2 ypos;
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const uvec2 pos_map[] = uvec2[4](
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uvec2(1, 0), // right, top
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uvec2(1, 1), // right, bottom
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uvec2(0, 1), // left, bottom
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uvec2(0, 0) // left, top
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);
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void main() {
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uvec2 pos = pos_map[gl_VertexID];
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gl_Position = vec4(xpos[pos[0]], ypos[pos[1]], 0, 1);
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}
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''',
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'''\
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uniform vec4 color;
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out vec4 final_color;
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void main() {
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final_color = color;
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}
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''')
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# }}}
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def load_shader_programs():
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vert, frag = load_shaders('cell')
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vert = vert.replace('STRIDE', str(DATA_CELL_SIZE))
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cell = vert, frag
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cursor = load_shaders('cursor')
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return cell, cursor
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class Selection: # {{{
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6
kitty/cursor_fragment.glsl
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6
kitty/cursor_fragment.glsl
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@ -0,0 +1,6 @@
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uniform vec4 color;
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out vec4 final_color;
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void main() {
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final_color = color;
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}
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16
kitty/cursor_vertex.glsl
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16
kitty/cursor_vertex.glsl
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@ -0,0 +1,16 @@
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uniform vec2 xpos;
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uniform vec2 ypos;
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const uvec2 pos_map[] = uvec2[4](
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uvec2(1, 0), // right, top
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uvec2(1, 1), // right, bottom
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uvec2(0, 1), // left, bottom
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uvec2(0, 0) // left, top
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);
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void main() {
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uvec2 pos = pos_map[gl_VertexID];
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gl_Position = vec4(xpos[pos[0]], ypos[pos[1]], 0, 1);
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}
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@ -2,6 +2,7 @@
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# vim:fileencoding=utf-8
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# License: GPL v3 Copyright: 2016, Kovid Goyal <kovid at kovidgoyal.net>
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import os
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import sys
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from ctypes import addressof, sizeof
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from functools import lru_cache
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@ -33,6 +34,14 @@ GL_VERSION = (3, 3)
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VERSION = GL_VERSION[0] * 100 + GL_VERSION[1] * 10
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ITALIC_MASK = 1 << ITALIC
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BOLD_MASK = 1 << BOLD
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BASE = os.path.dirname(os.path.abspath(__file__))
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@lru_cache()
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def load_shaders(name):
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vert = open(os.path.join(BASE, '{}_vertex.glsl'.format(name))).read()
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frag = open(os.path.join(BASE, '{}_fragment.glsl'.format(name))).read()
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return vert, frag
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class Sprites:
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2
setup.py
2
setup.py
@ -319,7 +319,7 @@ def package(args, for_bundle=False): # {{{
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def src_ignore(parent, entries):
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return [
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x for x in entries
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if '.' in x and x.rpartition('.')[2] not in ('py', 'so', 'conf')
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if '.' in x and x.rpartition('.')[2] not in ('py', 'so', 'conf', 'glsl')
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]
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shutil.copytree('kitty', os.path.join(libdir, 'kitty'), ignore=src_ignore)
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