renderer(metal): fix shader

This commit is contained in:
Leah Amelia Chen
2024-08-31 15:36:06 +02:00
parent 49415ef1d2
commit b68f420376

View File

@ -165,6 +165,7 @@ enum CellTextMode : uint8_t {
MODE_TEXT_COLOR = 4u, MODE_TEXT_COLOR = 4u,
MODE_TEXT_CURSOR = 8u, MODE_TEXT_CURSOR = 8u,
MODE_TEXT_POWERLINE = 16u, MODE_TEXT_POWERLINE = 16u,
MODE_TEXT_BLINK = 32u,
}; };
struct CellTextVertexIn { struct CellTextVertexIn {
@ -286,7 +287,7 @@ vertex CellTextVertexOut cell_text_vertex(
// since we want color glyphs to appear in their original color // since we want color glyphs to appear in their original color
// and Powerline glyphs to be unaffected (else parts of the line would // and Powerline glyphs to be unaffected (else parts of the line would
// have different colors as some parts are displayed via background colors). // have different colors as some parts are displayed via background colors).
if (uniforms.min_contrast > 1.0f && !(mode & ~(MODE_TEXT | MODE_TEXT_BLINK))) { if (uniforms.min_contrast > 1.0f && !(in.mode & ~(MODE_TEXT | MODE_TEXT_BLINK))) {
float4 bg_color = float4(bg_colors[in.grid_pos.y * uniforms.grid_size.x + in.grid_pos.x]) / 255.0f; float4 bg_color = float4(bg_colors[in.grid_pos.y * uniforms.grid_size.x + in.grid_pos.x]) / 255.0f;
out.color = contrasted_color(uniforms.min_contrast, out.color, bg_color); out.color = contrasted_color(uniforms.min_contrast, out.color, bg_color);
} }