kitty/kitty/border_vertex.glsl
2017-12-20 08:50:09 +05:30

36 lines
825 B
GLSL

#version GLSL_VERSION
uniform uvec2 viewport;
in uvec4 rect; // left, top, right, bottom
in uint rect_color;
out vec3 color;
// indices into the rect vector
const int LEFT = 0;
const int TOP = 1;
const int RIGHT = 2;
const int BOTTOM = 3;
const uvec2 pos_map[] = uvec2[4](
uvec2(RIGHT, TOP),
uvec2(RIGHT, BOTTOM),
uvec2(LEFT, BOTTOM),
uvec2(LEFT, TOP)
);
vec2 to_opengl(uint x, uint y) {
return vec2(
-1.0 + 2.0 * (float(x) / float(viewport.x)),
1.0 - 2.0 * (float(y) / float(viewport.y))
);
}
float to_color(uint c) {
return float(c & uint(0xff)) / 255.0;
}
void main() {
uvec2 pos = pos_map[gl_VertexID];
gl_Position = vec4(to_opengl(rect[pos.x], rect[pos.y]), 0, 1);
color = vec3(to_color(rect_color >> 16), to_color(rect_color >> 8), to_color(rect_color));
}