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- Inverse mode invert (default) will invert the color in shader. - Inverse mode swap will simply swap the foreground and background colors. This is the default behavior of libtsm and GodotXterm v3.
74 lines
No EOL
1.7 KiB
Text
74 lines
No EOL
1.7 KiB
Text
// SPDX-FileCopyrightText: 2024 Leroy Hopson <godot-xterm@leroy.nix.nz>
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// SPDX-License-Identifier: MIT
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#define FLAG_INVERSE 1 << 0
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#define FLAG_BLINK 1 << 1
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#define transparent vec4(0)
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uniform int cols;
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uniform int rows;
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uniform vec2 size;
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uniform vec2 cell_size;
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uniform vec2 grid_size;
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uniform sampler2D attributes;
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uniform bool inverse_enabled = true;
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#ifdef BACKGROUND
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uniform vec4 background_color;
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uniform sampler2D background_colors;
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#endif
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#ifdef FOREGROUND
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uniform float blink_off_time = 0.3;
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uniform float blink_on_time = 0.6;
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#endif
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bool has_attribute(vec2 uv, int flag) {
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int flags = int(texture(attributes, uv).r * 255.0 + 0.5);
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return (flags & flag) != 0;
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}
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void fragment() {
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// Check if we are inside the grid.
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if (UV.x * size.x < grid_size.x && UV.y * size.y < grid_size.y) {
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vec2 grid_uv = UV * size / cell_size;
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int cell_x = int(grid_uv.x);
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int cell_y = int(grid_uv.y);
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vec2 sample_uv = (vec2(float(cell_x), float(cell_y)) + 0.5) / vec2(float(cols), float(rows));
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vec4 color;
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#ifdef BACKGROUND
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color = texture(background_colors, sample_uv);
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#elif defined(FOREGROUND)
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color = texture(TEXTURE, UV);
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#endif
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if (has_attribute(sample_uv, FLAG_INVERSE) && inverse_enabled) {
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color = vec4(1.0 - color.rgb, color.a);
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}
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#ifdef FOREGROUND
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if (has_attribute(sample_uv, FLAG_BLINK)) {
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float blink_cycle = blink_on_time + blink_off_time;
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float current_time = mod(TIME, blink_cycle);
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if (current_time > blink_on_time) {
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color = transparent;
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}
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}
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#endif
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#if defined(FOREGROUND) || defined(BACKGROUND)
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COLOR = color;
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#endif
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} else { // Outside the grid.
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#ifdef BACKGROUND
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COLOR = background_color;
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#elif defined(FOREGROUND)
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COLOR = transparent;
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#endif
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}
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} |