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236 lines
8.5 KiB
GLSL
236 lines
8.5 KiB
GLSL
#version 330 core
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// These are the possible modes that "mode" can be set to. This is
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// used to multiplex multiple render modes into a single shader.
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//
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// NOTE: this must be kept in sync with the fragment shader
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const uint MODE_BG = 1u;
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const uint MODE_FG = 2u;
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const uint MODE_FG_COLOR = 7u;
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const uint MODE_CURSOR_RECT = 3u;
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const uint MODE_CURSOR_RECT_HOLLOW = 4u;
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const uint MODE_CURSOR_BAR = 5u;
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const uint MODE_UNDERLINE = 6u;
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const uint MODE_STRIKETHROUGH = 8u;
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// The grid coordinates (x, y) where x < columns and y < rows
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layout (location = 0) in vec2 grid_coord;
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// Position of the glyph in the texture.
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layout (location = 1) in vec2 glyph_pos;
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// Width/height of the glyph
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layout (location = 2) in vec2 glyph_size;
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// Offset of the top-left corner of the glyph when rendered in a rect.
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layout (location = 3) in vec2 glyph_offset;
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// The background color for this cell in RGBA (0 to 1.0)
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layout (location = 4) in vec4 fg_color_in;
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// The background color for this cell in RGBA (0 to 1.0)
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layout (location = 5) in vec4 bg_color_in;
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// The mode of this shader. The mode determines what fields are used,
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// what the output will be, etc. This shader is capable of executing in
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// multiple "modes" so that we can share some logic and so that we can draw
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// the entire terminal grid in a single GPU pass.
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layout (location = 6) in uint mode_in;
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// The width in cells of this item.
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layout (location = 7) in uint grid_width;
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// The background or foreground color for the fragment, depending on
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// whether this is a background or foreground pass.
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flat out vec4 color;
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// The x/y coordinate for the glyph representing the font.
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out vec2 glyph_tex_coords;
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// The position of the cell top-left corner in screen cords. z and w
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// are width and height.
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flat out vec2 screen_cell_pos;
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// Pass the mode forward to the fragment shader.
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flat out uint mode;
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uniform sampler2D text;
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uniform sampler2D text_color;
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uniform vec2 cell_size;
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uniform mat4 projection;
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uniform float underline_position;
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uniform float underline_thickness;
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uniform float strikethrough_position;
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uniform float strikethrough_thickness;
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/********************************************************************
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* Modes
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*
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*-------------------------------------------------------------------
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* MODE_BG
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*
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* In MODE_BG, this shader renders only the background color for the
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* cell. This is a simple mode where we generate a simple rectangle
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* made up of 4 vertices and then it is filled. In this mode, the output
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* "color" is the fill color for the bg.
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*
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*-------------------------------------------------------------------
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* MODE_FG
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*
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* In MODE_FG, the shader renders the glyph onto this cell and utilizes
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* the glyph texture "text". In this mode, the output "color" is the
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* fg color to use for the glyph.
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*
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*/
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void main() {
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// We always forward our mode unmasked because the fragment
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// shader doesn't use any of the masks.
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mode = mode_in;
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// Top-left cell coordinates converted to world space
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// Example: (1,0) with a 30 wide cell is converted to (30,0)
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vec2 cell_pos = cell_size * grid_coord;
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// Our Z value. For now we just use grid_z directly but we pull it
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// out here so the variable name is more uniform to our cell_pos and
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// in case we want to do any other math later.
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float cell_z = 0.0;
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// Turn the cell position into a vertex point depending on the
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// gl_VertexID. Since we use instanced drawing, we have 4 vertices
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// for each corner of the cell. We can use gl_VertexID to determine
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// which one we're looking at. Using this, we can use 1 or 0 to keep
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// or discard the value for the vertex.
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//
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// 0 = top-right
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// 1 = bot-right
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// 2 = bot-left
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// 3 = top-left
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vec2 position;
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position.x = (gl_VertexID == 0 || gl_VertexID == 1) ? 1. : 0.;
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position.y = (gl_VertexID == 0 || gl_VertexID == 3) ? 0. : 1.;
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// Scaled for wide chars
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vec2 cell_size_scaled = cell_size;
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cell_size_scaled.x = cell_size_scaled.x * grid_width;
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switch (mode) {
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case MODE_BG:
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// Calculate the final position of our cell in world space.
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// We have to add our cell size since our vertices are offset
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// one cell up and to the left. (Do the math to verify yourself)
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cell_pos = cell_pos + cell_size_scaled * position;
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gl_Position = projection * vec4(cell_pos, cell_z, 1.0);
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color = bg_color_in / 255.0;
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break;
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case MODE_FG:
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case MODE_FG_COLOR:
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vec2 glyph_offset_calc = glyph_offset;
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// If the glyph is larger than our cell, we need to downsample it.
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// The "+ 3" here is to give some wiggle room for fonts that are
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// BARELY over it.
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vec2 glyph_size_downsampled = glyph_size;
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if (glyph_size_downsampled.y > cell_size_scaled.y + 2) {
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// Magic 0.9 and 1.1 are padding to make emoji look better
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glyph_size_downsampled.y = cell_size_scaled.y * 0.9;
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glyph_size_downsampled.x = glyph_size.x * (glyph_size_downsampled.y / glyph_size.y);
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glyph_offset_calc.y = glyph_offset.y * 1.1 * (glyph_size_downsampled.y / glyph_size.y);
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}
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// The glyph_offset.y is the y bearing, a y value that when added
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// to the baseline is the offset (+y is up). Our grid goes down.
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// So we flip it with `cell_size.y - glyph_offset.y`.
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glyph_offset_calc.y = cell_size_scaled.y - glyph_offset_calc.y;
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// Calculate the final position of the cell.
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cell_pos = cell_pos + glyph_size_downsampled * position + glyph_offset_calc;
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gl_Position = projection * vec4(cell_pos, cell_z, 1.0);
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// We need to convert our texture position and size to normalized
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// device coordinates (0 to 1.0) by dividing by the size of the texture.
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ivec2 text_size;
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switch(mode) {
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case MODE_FG:
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text_size = textureSize(text, 0);
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break;
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case MODE_FG_COLOR:
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text_size = textureSize(text_color, 0);
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break;
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}
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vec2 glyph_tex_pos = glyph_pos / text_size;
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vec2 glyph_tex_size = glyph_size / text_size;
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glyph_tex_coords = glyph_tex_pos + glyph_tex_size * position;
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// Set our foreground color output
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color = fg_color_in / 255.;
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break;
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case MODE_CURSOR_RECT:
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// Same as background since we're taking up the whole cell.
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cell_pos = cell_pos + cell_size_scaled * position;
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gl_Position = projection * vec4(cell_pos, cell_z, 1.0);
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color = bg_color_in / 255.0;
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break;
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case MODE_CURSOR_RECT_HOLLOW:
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// Top-left position of this cell is needed for the hollow rect.
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screen_cell_pos = cell_pos;
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// Same as background since we're taking up the whole cell.
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cell_pos = cell_pos + cell_size_scaled * position;
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gl_Position = projection * vec4(cell_pos, cell_z, 1.0);
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color = bg_color_in / 255.0;
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break;
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case MODE_CURSOR_BAR:
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// Make the bar a smaller version of our cell
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vec2 bar_size = vec2(cell_size.x * 0.2, cell_size.y);
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// Same as background since we're taking up the whole cell.
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cell_pos = cell_pos + bar_size * position;
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gl_Position = projection * vec4(cell_pos, cell_z, 1.0);
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color = bg_color_in / 255.0;
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break;
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case MODE_UNDERLINE:
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// Underline Y value is just our thickness
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vec2 underline_size = vec2(cell_size_scaled.x, underline_thickness);
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// Position the underline where we are told to
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vec2 underline_offset = vec2(cell_size_scaled.x, underline_position) ;
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// Go to the bottom of the cell, take away the size of the
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// underline, and that is our position. We also float it slightly
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// above the bottom.
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cell_pos = cell_pos + underline_offset - (underline_size * position);
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gl_Position = projection * vec4(cell_pos, cell_z, 1.0);
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color = fg_color_in / 255.0;
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break;
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case MODE_STRIKETHROUGH:
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// Strikethrough Y value is just our thickness
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vec2 strikethrough_size = vec2(cell_size_scaled.x, strikethrough_thickness);
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// Position the strikethrough where we are told to
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vec2 strikethrough_offset = vec2(cell_size_scaled.x, strikethrough_position) ;
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// Go to the bottom of the cell, take away the size of the
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// strikethrough, and that is our position. We also float it slightly
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// above the bottom.
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cell_pos = cell_pos + strikethrough_offset - (strikethrough_size * position);
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gl_Position = projection * vec4(cell_pos, cell_z, 1.0);
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color = fg_color_in / 255.0;
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break;
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}
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}
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