Files
ghostty-rs/crates/ghostty-renderer/shaders/glsl/image.v.glsl
T
ddidderr 568ce784f9 feat(renderer): port the OpenGL backend, shaders and size math
Ports the terminal-independent half of ZIG/src/renderer (OpenGL only):
- opengl/*: buffers, frames, pipelines, render passes, samplers,
  targets, textures and the OpenGL GraphicsAPI backend on top of glow;
  the GTK GLArea glue is replaced by a get_proc_address loader closure
- the GLSL shaders, copied verbatim and embedded; uniform/vertex structs
  as bytemuck Pod types with std140 offsets asserted in tests
- shadertoy custom shaders converted with naga (GLSL in -> validate ->
  GLSL 430 out) instead of glslang + spirv-cross
- size (screen/grid/cell/padding math), cursor style logic, backend
  health, options and message types

The crate opts into unsafe_code = "deny"; unsafe glow calls live only in
opengl/gl.rs. A headless EGL integration test builds every pipeline and
the converted shadertoy shaders on Mesa and reads back rendered pixels.

Note: Zig's shadertoy Uniforms order the selection background/foreground
colors opposite to the GLSL block (likely an upstream bug); kept as in
Zig for parity and recorded in the notes.

Deferred to the next renderer pass: generic, cell, image, link, row,
State, Thread, Overlay (need terminal render state).

Test Plan:
- cargo test -p ghostty-renderer (33 tests incl. tests/egl_headless.rs)
2026-10-11 22:26:09 +02:00

48 lines
1.3 KiB
GLSL

#include "common.glsl"
layout(binding = 0) uniform sampler2D image;
layout(location = 0) in vec2 grid_pos;
layout(location = 1) in vec2 cell_offset;
layout(location = 2) in vec4 source_rect;
layout(location = 3) in vec2 dest_size;
out vec2 tex_coord;
void main() {
int vid = gl_VertexID;
// We use a triangle strip with 4 vertices to render quads,
// so we determine which corner of the cell this vertex is in
// based on the vertex ID.
//
// 0 --> 1
// | .'|
// | / |
// | L |
// 2 --> 3
//
// 0 = top-left (0, 0)
// 1 = top-right (1, 0)
// 2 = bot-left (0, 1)
// 3 = bot-right (1, 1)
vec2 corner;
corner.x = float(vid == 1 || vid == 3);
corner.y = float(vid == 2 || vid == 3);
// The texture coordinates start at our source x/y
// and add the width/height depending on the corner.
tex_coord = source_rect.xy;
tex_coord += source_rect.zw * corner;
// Normalize the coordinates.
tex_coord /= textureSize(image, 0);
// The position of our image starts at the top-left of the grid cell and
// adds the source rect width/height components.
vec2 image_pos = (cell_size * grid_pos) + cell_offset;
image_pos += dest_size * corner;
gl_Position = projection_matrix * vec4(image_pos.xy, 1.0, 1.0);
}