#version 330 core // The grid coordinates (x, y) where x < columns and y < rows layout (location = 0) in vec2 grid_coord; // Position of the glyph in the texture. layout (location = 1) in vec2 glyph_pos; // Width/height of the glyph layout (location = 2) in vec2 glyph_size; // Offset of the top-left corner of the glyph when rendered in a rect. layout (location = 3) in vec2 glyph_offset; // The background color for this cell in RGBA (0 to 1.0) layout (location = 4) in vec4 fg_color_in; // The background color for this cell in RGBA (0 to 1.0) layout (location = 5) in vec4 bg_color_in; // The background or foreground color for the fragment, depending on // whether this is a background or foreground pass. flat out vec4 color; // The x/y coordinate for the glyph representing the font. out vec2 glyph_tex_coords; uniform sampler2D text; uniform vec2 cell_size; uniform mat4 projection; // non-zero if this is a background pass where we draw the background // of the cell. We do a background pass followed by a foreground pass. uniform int background; void main() { // Top-left cell coordinates converted to world space // Example: (1,0) with a 30 wide cell is converted to (30,0) vec2 cell_pos = cell_size * grid_coord; // Turn the cell position into a vertex point depending on the // gl_VertexID. Since we use instanced drawing, we have 4 vertices // for each corner of the cell. We can use gl_VertexID to determine // which one we're looking at. Using this, we can use 1 or 0 to keep // or discard the value for the vertex. // // 0 = top-right // 1 = bot-right // 2 = bot-left // 3 = top-left vec2 position; position.x = (gl_VertexID == 0 || gl_VertexID == 1) ? 1. : 0.; position.y = (gl_VertexID == 0 || gl_VertexID == 3) ? 0. : 1.; if (background == 1) { // Calculate the final position of our cell in world space. // We have to add our cell size since our vertices are offset // one cell up and to the left. (Do the math to verify yourself) cell_pos = cell_pos + cell_size * position; gl_Position = projection * vec4(cell_pos, 0.0, 1.0); color = bg_color_in / 255.0; } else { // The glyph offset is upside down so we need to reverse it to // be based on the offset of our cell. This is equivalent to // "1 - value" to flip the value. vec2 glyph_offset_calc = glyph_offset; glyph_offset_calc.y = cell_size.y - glyph_offset.y; // Calculate the final position of the cell. cell_pos = cell_pos + glyph_size * position + glyph_offset_calc; gl_Position = projection * vec4(cell_pos, 0.0, 1.0); // We need to convert our texture position and size to normalized // device coordinates (0 to 1.0) by dividing by the size of the texture. ivec2 text_size = textureSize(text, 0); vec2 glyph_tex_pos = glyph_pos / text_size; vec2 glyph_tex_size = glyph_size / text_size; glyph_tex_coords = glyph_tex_pos + glyph_tex_size * position; // Set our foreground color output color = fg_color_in / 255.; } }