Files
kitty/kitty/cell_vertex.glsl
2017-09-15 10:45:27 +05:30

105 lines
3.4 KiB
GLSL

#version GLSL_VERSION
uniform uvec2 dimensions; // xnum, ynum
uniform vec4 steps; // xstart, ystart, dx, dy
uniform vec2 sprite_layout; // dx, dy
uniform ivec2 color_indices; // which color to use as fg and which as bg
uniform uvec4 default_colors; // The default colors
uniform uvec4 url_range; // The range for the currently highlighted URL (start_x, end_x, start_y, end_y)
uniform ColorTable {
uint color_table[256]; // The color table
};
in uint text_attrs;
in uvec3 sprite_coords;
in uvec3 colors;
in float is_selected;
out vec3 sprite_pos;
out vec3 underline_pos;
out vec3 strike_pos;
out vec3 foreground;
out vec3 background;
out vec3 decoration_fg;
const uvec2 pos_map[] = uvec2[4](
uvec2(1, 0), // right, top
uvec2(1, 1), // right, bottom
uvec2(0, 1), // left, bottom
uvec2(0, 0) // left, top
);
const uint BYTE_MASK = uint(0xFF);
const uint SHORT_MASK = uint(0xFFFF);
const uint ZERO = uint(0);
const uint ONE = uint(1);
const uint THREE = uint(3);
const uint DECORATION_MASK = uint(3);
const uint STRIKE_MASK = uint(1);
vec3 color_to_vec(uint c) {
uint r, g, b;
r = (c >> 16) & BYTE_MASK;
g = (c >> 8) & BYTE_MASK;
b = c & BYTE_MASK;
return vec3(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0);
}
uint as_color(uint c, uint defval) {
int t = int(c & BYTE_MASK);
uint r;
switch(t) {
case 1:
r = color_table[(c >> 8) & BYTE_MASK];
break;
case 2:
r = c >> 8;
break;
default:
r = defval;
}
return r;
}
vec3 to_color(uint c, uint defval) {
return color_to_vec(as_color(c, defval));
}
vec3 to_sprite_pos(uvec2 pos, uint x, uint y, uint z) {
vec2 s_xpos = vec2(x, float(x) + 1.0) * sprite_layout.x;
vec2 s_ypos = vec2(y, float(y) + 1.0) * sprite_layout.y;
return vec3(s_xpos[pos.x], s_ypos[pos.y], z);
}
vec3 apply_selection(vec3 color, uint which) {
return is_selected * color_to_vec(which) + (1.0 - is_selected) * color;
}
uint in_range(uvec4 range, uint x, uint y) {
if (range[0] <= x && x <= range[1] && range[2] <= y && y <= range[3]) return ONE;
return ZERO;
}
void main() {
uint instance_id = uint(gl_InstanceID);
uint r = instance_id / dimensions.x;
uint c = instance_id - r * dimensions.x;
uint in_url = in_range(url_range, c, r);
float left = steps[0] + c * steps[2];
float top = steps[1] - r * steps[3];
vec2 xpos = vec2(left, left + steps[2]);
vec2 ypos = vec2(top, top - steps[3]);
uvec2 pos = pos_map[gl_VertexID];
gl_Position = vec4(xpos[pos.x], ypos[pos.y], 0, 1);
sprite_pos = to_sprite_pos(pos, sprite_coords.x, sprite_coords.y, sprite_coords.z & SHORT_MASK);
uint reverse = (text_attrs >> 30) & STRIKE_MASK;
uint fg = colors[color_indices[reverse]];
uint bg = colors[color_indices[ONE - reverse]];
uint resolved_fg = as_color(fg, default_colors[color_indices[0]]);
uint underline;
foreground = apply_selection(color_to_vec(resolved_fg), default_colors[2]);
background = apply_selection(to_color(bg, default_colors[color_indices[1]]), default_colors[3]);
if (in_url == ONE) { underline = ONE; decoration_fg = color_to_vec(uint(255)); }
else { underline = (text_attrs >> 26) & DECORATION_MASK; decoration_fg = to_color(colors[2], resolved_fg); }
underline_pos = to_sprite_pos(pos, underline, ZERO, ZERO);
strike_pos = to_sprite_pos(pos, ((text_attrs >> 31) & STRIKE_MASK) * THREE, ZERO, ZERO);
}