ghostty/src/renderer/shaders/cell.f.glsl
Leah Amelia Chen 503dfae6ff renderer: exempt Powerline cells from minimum contrast requirements
With a minimum contrast set, the colored glyphs that Powerline uses
would sometimes be set to white or black while the surrounding background
colors remain unchanged, breaking up contiguous colors on segments of
the Powerline.

This no longer happens with this patch as Powerline glyphs are now
special-cased and exempt from the minimum contrast adjustment.
2024-08-06 15:28:50 +08:00

54 lines
1.2 KiB
GLSL

#version 330 core
in vec2 glyph_tex_coords;
flat in uint mode;
// The color for this cell. If this is a background pass this is the
// background color. Otherwise, this is the foreground color.
flat in vec4 color;
// The position of the cells top-left corner.
flat in vec2 screen_cell_pos;
// Position the fragment coordinate to the upper left
layout(origin_upper_left) in vec4 gl_FragCoord;
// Must declare this output for some versions of OpenGL.
layout(location = 0) out vec4 out_FragColor;
// Font texture
uniform sampler2D text;
uniform sampler2D text_color;
// Dimensions of the cell
uniform vec2 cell_size;
// See vertex shader
const uint MODE_BG = 1u;
const uint MODE_FG = 2u;
const uint MODE_FG_CONSTRAINED = 3u;
const uint MODE_FG_COLOR = 7u;
const uint MODE_FG_POWERLINE = 15u;
void main() {
float a;
switch (mode) {
case MODE_BG:
out_FragColor = color;
break;
case MODE_FG:
case MODE_FG_CONSTRAINED:
case MODE_FG_POWERLINE:
a = texture(text, glyph_tex_coords).r;
vec3 premult = color.rgb * color.a;
out_FragColor = vec4(premult.rgb*a, a);
break;
case MODE_FG_COLOR:
out_FragColor = texture(text_color, glyph_tex_coords);
break;
}
}