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https://github.com/kovidgoyal/kitty
synced 2026-07-25 17:52:02 +02:00
More trailing space removal
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@@ -12,7 +12,7 @@ layout(std140) uniform CellRenderData {
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uint xnum, ynum, cursor_x, cursor_y, cursor_w;
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uint color_table[256];
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uint color_table[256];
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};
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// Have to use fixed locations here as all variants of the cell program share the same VAO
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@@ -21,7 +21,7 @@ layout(location=1) in uvec4 sprite_coords;
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layout(location=2) in uint is_selected;
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const uvec2 cell_pos_map[] = uvec2[4](
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uvec2(1, 0), // right, top
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uvec2(1, 1), // right, bottom
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@@ -118,27 +118,27 @@ float is_cursor(uint x, uint y) {
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void main() {
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// set cell vertex position {{{
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uint instance_id = uint(gl_InstanceID);
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uint instance_id = uint(gl_InstanceID);
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/* The current cell being rendered */
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uint r = instance_id / xnum;
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uint c = instance_id - r * xnum;
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uint r = instance_id / xnum;
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uint c = instance_id - r * xnum;
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/* The position of this vertex, at a corner of the cell */
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float left = xstart + c * dx;
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float top = ystart - r * dy;
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vec2 xpos = vec2(left, left + dx);
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vec2 ypos = vec2(top, top - dy);
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uvec2 pos = cell_pos_map[gl_VertexID];
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/* The position of this vertex, at a corner of the cell */
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float left = xstart + c * dx;
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float top = ystart - r * dy;
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vec2 xpos = vec2(left, left + dx);
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vec2 ypos = vec2(top, top - dy);
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uvec2 pos = cell_pos_map[gl_VertexID];
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gl_Position = vec4(xpos[pos.x], ypos[pos.y], 0, 1);
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// }}}
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// set cell color indices {{{
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uvec2 default_colors = uvec2(default_fg, default_bg);
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ivec2 color_indices = ivec2(color1, color2);
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uint text_attrs = sprite_coords[3];
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int fg_index = color_indices[(text_attrs >> 6) & REVERSE_MASK];
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int bg_index = color_indices[1 - fg_index];
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uvec2 default_colors = uvec2(default_fg, default_bg);
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ivec2 color_indices = ivec2(color1, color2);
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uint text_attrs = sprite_coords[3];
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int fg_index = color_indices[(text_attrs >> 6) & REVERSE_MASK];
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int bg_index = color_indices[1 - fg_index];
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float cursor = is_cursor(c, r);
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vec3 bg = to_color(colors[bg_index], default_colors[bg_index]);
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// }}}
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@@ -150,7 +150,7 @@ void main() {
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sprite_pos = to_sprite_pos(pos, sprite_coords.x, sprite_coords.y, sprite_coords.z & Z_MASK);
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colored_sprite = float((sprite_coords.z & COLOR_MASK) >> 14);
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// Foreground
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// Foreground
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uint resolved_fg = resolve_color(colors[fg_index], default_colors[fg_index]);
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foreground = color_to_vec(resolved_fg);
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// Selection
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@@ -165,7 +165,7 @@ void main() {
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foreground = choose_color(cursor, bg, foreground);
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decoration_fg = choose_color(cursor, bg, decoration_fg);
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#endif
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// }}}
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// }}}
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// Background {{{
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#ifdef NEEDS_BACKROUND
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