kitty/kitty/cell_fragment.glsl

115 lines
3.3 KiB
GLSL

#version GLSL_VERSION
#define WHICH_PROGRAM
#define NOT_TRANSPARENT
#if defined(SIMPLE) || defined(BACKGROUND) || defined(SPECIAL)
#define NEEDS_BACKROUND
#endif
#if defined(SIMPLE) || defined(FOREGROUND)
#define NEEDS_FOREGROUND
#endif
#ifdef NEEDS_BACKROUND
in vec3 background;
#if defined(TRANSPARENT) || defined(SPECIAL)
in float bg_alpha;
#endif
#endif
#ifdef NEEDS_FOREGROUND
uniform sampler2DArray sprites;
in float effective_text_alpha;
in vec3 sprite_pos;
in vec3 underline_pos;
in vec3 cursor_pos;
in vec3 strike_pos;
in vec3 foreground;
in vec4 cursor_color_vec;
in vec3 decoration_fg;
in float colored_sprite;
#endif
out vec4 final_color;
// Util functions {{{
vec4 alpha_blend(vec3 over, float over_alpha, vec3 under, float under_alpha) {
// Alpha blend two colors returning the resulting color pre-multiplied by its alpha
// and its alpha.
// See https://en.wikipedia.org/wiki/Alpha_compositing
float alpha = mix(under_alpha, 1.0f, over_alpha);
vec3 combined_color = mix(under * under_alpha, over, over_alpha);
return vec4(combined_color, alpha);
}
vec3 premul_blend(vec3 over, float over_alpha, vec3 under) {
return over + (1.0f - over_alpha) * under;
}
vec4 alpha_blend_premul(vec3 over, float over_alpha, vec3 under, float under_alpha) {
// Same as alpha_blend() except that it assumes over and under are both premultiplied.
float alpha = mix(under_alpha, 1.0f, over_alpha);
return vec4(premul_blend(over, over_alpha, under), alpha);
}
// }}}
#ifdef NEEDS_FOREGROUND
vec4 calculate_foreground() {
vec4 text_fg = texture(sprites, sprite_pos);
vec3 fg = mix(foreground, text_fg.rgb, colored_sprite);
float text_alpha = text_fg.a;
float underline_alpha = texture(sprites, underline_pos).a;
float strike_alpha = texture(sprites, strike_pos).a;
float cursor_alpha = texture(sprites, cursor_pos).a;
// Since strike and text are the same color, we simply add the alpha values
float combined_alpha = min(text_alpha + strike_alpha, 1.0f);
// Underline color might be different, so alpha blend
vec4 ans = alpha_blend(fg, combined_alpha * effective_text_alpha, decoration_fg, underline_alpha * effective_text_alpha);
return mix(ans, cursor_color_vec, cursor_alpha);
}
#endif
void main() {
#ifdef BACKGROUND
#ifdef TRANSPARENT
final_color = vec4(background.rgb * bg_alpha, bg_alpha);
#else
final_color = vec4(background.rgb, 1.0f);
#endif
#endif
#ifdef SPECIAL
#ifdef TRANSPARENT
final_color = vec4(background.rgb * bg_alpha, bg_alpha);
#else
final_color = vec4(background.rgb, bg_alpha);
#endif
#endif
#if defined(FOREGROUND) || defined(SIMPLE)
// FOREGROUND or SIMPLE
vec4 fg = calculate_foreground(); // pre-multiplied foreground
#ifdef FOREGROUND
// FOREGROUND
#ifdef TRANSPARENT
final_color = fg;
#else
final_color = vec4(fg.rgb / fg.a, fg.a);
#endif
#else
// SIMPLE
#ifdef TRANSPARENT
final_color = alpha_blend_premul(fg.rgb, fg.a, background * bg_alpha, bg_alpha);
final_color = vec4(final_color.rgb / final_color.a, final_color.a);
#else
// since background alpha is 1.0, it is effectively pre-multiplied
final_color = vec4(premul_blend(fg.rgb, fg.a, background), 1.0f);
final_color = vec4(final_color.rgb / final_color.a, final_color.a);
#endif
#endif
#endif
}