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https://github.com/lihop/godot-xterm.git
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8b320622f9
The two shaders use a lot of common logic for co-ordinate and attribute look up, so it makes sense to use a common include shader for both. Adds support for the inverse and blink attributes to the foreground shader.
73 lines
No EOL
1.6 KiB
Text
73 lines
No EOL
1.6 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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#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)) {
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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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} |