mirror of
https://github.com/kovidgoyal/kitty
synced 2026-07-13 04:03:16 +02:00
80 lines
2.5 KiB
GLSL
80 lines
2.5 KiB
GLSL
#version GLSL_VERSION
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uniform uvec2 dimensions; // xnum, ynum
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uniform vec4 steps; // xstart, ystart, dx, dy
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uniform vec2 sprite_layout; // dx, dy
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uniform ivec2 color_indices; // which color to use as fg and which as bg
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uniform uvec2 default_colors; // The default foreground and background colors
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uniform uint color_table[256]; // The color table
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in uvec3 sprite_coords;
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in uvec3 colors;
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out vec3 sprite_pos;
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out vec3 underline_pos;
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out vec3 strike_pos;
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out vec3 foreground;
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out vec3 background;
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out vec3 decoration_fg;
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const uvec2 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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uvec2(0, 1), // left, bottom
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uvec2(0, 0) // left, top
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);
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const uint BYTE_MASK = uint(0xFF);
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const uint SHORT_MASK = uint(0xFFFF);
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const uint ZERO = uint(0);
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const uint SMASK = uint(3);
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vec3 color_to_vec(uint c) {
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uint r, g, b;
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r = (c >> 16) & BYTE_MASK;
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g = (c >> 8) & BYTE_MASK;
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b = c & BYTE_MASK;
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return vec3(float(r) / 255.0, float(g) / 255.0, float(b) / 255.0);
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}
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vec3 to_color(uint c, uint defval) {
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int t = int(c & BYTE_MASK);
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uint r;
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switch(t) {
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case 1:
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r = color_table[(c >> 8) & BYTE_MASK];
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break;
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case 2:
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r = c >> 8;
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break;
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default:
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r = defval;
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}
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return color_to_vec(r);
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}
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vec3 to_sprite_pos(uvec2 pos, uint x, uint y, uint z) {
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vec2 s_xpos = vec2(x, float(x) + 1.0) * sprite_layout.x;
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vec2 s_ypos = vec2(y, float(y) + 1.0) * sprite_layout.y;
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return vec3(s_xpos[pos.x], s_ypos[pos.y], z);
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}
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void main() {
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uint instance_id = uint(gl_InstanceID);
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uint r = instance_id / dimensions[0];
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uint c = instance_id - r * dimensions[0];
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float left = steps[0] + c * steps[2];
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float top = steps[1] - r * steps[3];
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vec2 xpos = vec2(left, left + steps[2]);
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vec2 ypos = vec2(top, top - steps[3]);
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uvec2 pos = pos_map[gl_VertexID];
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gl_Position = vec4(xpos[pos.x], ypos[pos.y], 0, 1);
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sprite_pos = to_sprite_pos(pos, sprite_coords.x, sprite_coords.y, sprite_coords.z & SHORT_MASK);
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uint fg = colors[color_indices[0]];
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uint bg = colors[color_indices[1]];
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uint decoration = colors[2];
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foreground = to_color(fg, default_colors[color_indices[0]]);
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background = to_color(bg, default_colors[color_indices[1]]);
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decoration_fg = to_color(decoration, default_colors[0]);
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underline_pos = to_sprite_pos(pos, (sprite_coords.z >> 24) & SMASK, ZERO, ZERO);
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strike_pos = to_sprite_pos(pos, (sprite_coords.z >> 26) & SMASK, ZERO, ZERO);
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}
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