Files
kitty/kitty/cell_vertex.glsl
T
2017-08-22 18:19:46 +05:30

60 lines
1.9 KiB
GLSL

uniform uvec2 dimensions; // xnum, ynum
uniform vec4 steps; // xstart, ystart, dx, dy
uniform vec2 sprite_layout; // dx, dy
uniform ivec2 color_indices; // which color to use as fg and which as bg
in uvec3 sprite_coords;
in uvec3 colors;
out vec3 sprite_pos;
out vec3 underline_pos;
out vec3 strike_pos;
out vec3 foreground;
out vec3 background;
out vec3 decoration_fg;
const uvec2 pos_map[] = uvec2[4](
uvec2(1, 0), // right, top
uvec2(1, 1), // right, bottom
uvec2(0, 1), // left, bottom
uvec2(0, 0) // left, top
);
const uint BYTE_MASK = uint(255);
const uint ZERO = uint(0);
const uint SMASK = uint(3);
vec3 to_color(uint c) {
uint r, g, b;
r = (c >> 16) & BYTE_MASK;
g = (c >> 8) & BYTE_MASK;
b = c & BYTE_MASK;
return vec3(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0);
}
vec3 to_sprite_pos(uvec2 pos, uint x, uint y, uint z) {
vec2 s_xpos = vec2(x, float(x) + 1.0) * sprite_layout.x;
vec2 s_ypos = vec2(y, float(y) + 1.0) * sprite_layout.y;
return vec3(s_xpos[pos.x], s_ypos[pos.y], z);
}
void main() {
uint instance_id = uint(gl_InstanceID);
uint r = instance_id / dimensions[0];
uint c = instance_id - r * dimensions[0];
float left = steps[0] + c * steps[2];
float top = steps[1] - r * steps[3];
vec2 xpos = vec2(left, left + steps[2]);
vec2 ypos = vec2(top, top - steps[3]);
uvec2 pos = pos_map[gl_VertexID];
gl_Position = vec4(xpos[pos.x], ypos[pos.y], 0, 1);
sprite_pos = to_sprite_pos(pos, sprite_coords.x, sprite_coords.y, sprite_coords.z);
uint fg = colors[color_indices[0]];
uint bg = colors[color_indices[1]];
uint decoration = colors[2];
foreground = to_color(fg);
background = to_color(bg);
decoration_fg = to_color(decoration);
underline_pos = to_sprite_pos(pos, (decoration >> 24) & SMASK, ZERO, ZERO);
strike_pos = to_sprite_pos(pos, (decoration >> 26) & SMASK, ZERO, ZERO);
}