mirror of
https://github.com/lihop/godot-xterm.git
synced 2024-11-22 09:40:25 +01:00
d6a4adf6aa
Adds support for 'normal' and 'focus' Style Boxes to Terminal node. Changes default background color to transparent, with background to be set by StyleBox. If background color is not transparent, will draw a background color rect to cover the entire control over the top of any stylebox. This is consistent with the behavior of the TextEdit node with regards to theme colors and styleboxes.
79 lines
No EOL
2 KiB
Text
79 lines
No EOL
2 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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uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest;
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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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#ifdef BACKGROUND
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vec4 bg_color = textureLod(screen_texture, SCREEN_UV, 0.0);
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vec4 target_color;
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target_color.a = color.a + (1.0 - color.a) * bg_color.a;
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target_color.rgb = 1.0 / target_color.a * (color.a * color.rgb + (1.0 - color.a) * bg_color.a * bg_color.rgb);
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#else
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vec4 target_color = color;
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#endif
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color = vec4(1.0 - target_color.rgb, target_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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COLOR = transparent;
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}
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} |