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pass has_color flag through to fragment shader
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parent
8d6950f586
commit
6f6622c659
19
src/xwin.rs
19
src/xwin.rs
@ -76,9 +76,11 @@ struct Vertex {
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fg_color: (f32, f32, f32, f32),
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bg_color: (f32, f32, f32, f32),
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// TODO: underline, strikethrough, cursor, selected
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/// Nominally a boolean, but the shader compiler hated it
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has_color: f32,
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}
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implement_vertex!(Vertex, position, adjust, tex, fg_color, bg_color);
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implement_vertex!(Vertex, position, adjust, tex, fg_color, bg_color, has_color);
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const VERTEX_SHADER: &str = r#"
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#version 300 es
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@ -87,6 +89,7 @@ in vec2 adjust;
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in vec2 tex;
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in vec4 fg_color;
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in vec4 bg_color;
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in float has_color;
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uniform mat4 projection;
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uniform mat4 translation;
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@ -109,7 +112,7 @@ void main() {
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tex_coords = tex;
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o_fg_color = fg_color;
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o_bg_color = bg_color;
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o_has_color = 0.0;
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o_has_color = has_color;
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gl_Position = projection * cell_pos();
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}
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@ -1061,14 +1064,26 @@ impl<'a> TerminalWindow<'a> {
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vert[V_BOT_RIGHT].tex = texture.bottom_right(&slice);
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vert[V_BOT_RIGHT].adjust = Point::new(right, bottom);
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let has_color = if glyph.has_color { 1.0 } else { 0.0 };
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vert[V_TOP_LEFT].has_color = has_color;
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vert[V_TOP_RIGHT].has_color = has_color;
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vert[V_BOT_LEFT].has_color = has_color;
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vert[V_BOT_RIGHT].has_color = has_color;
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}
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&None => {
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// Whitespace; no texture to render
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let zero = (0.0, 0.0f32);
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vert[V_TOP_LEFT].tex = zero;
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vert[V_TOP_RIGHT].tex = zero;
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vert[V_BOT_LEFT].tex = zero;
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vert[V_BOT_RIGHT].tex = zero;
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vert[V_TOP_LEFT].has_color = 0.0;
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vert[V_TOP_RIGHT].has_color = 0.0;
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vert[V_BOT_LEFT].has_color = 0.0;
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vert[V_BOT_RIGHT].has_color = 0.0;
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}
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}
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}
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