// Sixel graphics shader - renders RGBA images at terminal cell positions
struct VertexInput {
@builtin(vertex_index) vertex_index: u32,
@location(0) position: vec2<f32>, // Image position in screen space (normalized 0-1)
@location(1) tex_coords: vec4<f32>, // Texture coordinates (x, y, w, h) - normalized 0-1
@location(2) size: vec2<f32>, // Image size in screen space (normalized 0-1)
@location(3) alpha: f32, // Global alpha multiplier (for fade effects)
}
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) tex_coord: vec2<f32>,
@location(1) alpha: f32,
}
@group(0) @binding(0)
var sixel_texture: texture_2d<f32>;
@group(0) @binding(1)
var sixel_sampler: sampler;
@vertex
fn vs_main(input: VertexInput) -> VertexOutput {
var out: VertexOutput;
// Generate quad vertices (triangle strip)
let x = f32(input.vertex_index & 1u);
let y = f32((input.vertex_index >> 1u) & 1u);
// Calculate vertex position using actual image size in screen space
let pos = vec2<f32>(
input.position.x + x * input.size.x,
input.position.y + y * input.size.y
);
// Convert to NDC (-1 to 1)
out.position = vec4<f32>(pos.x * 2.0 - 1.0, 1.0 - pos.y * 2.0, 0.0, 1.0);
// Calculate texture coordinates
out.tex_coord = vec2<f32>(
input.tex_coords.x + x * input.tex_coords.z,
input.tex_coords.y + y * input.tex_coords.w
);
out.alpha = input.alpha;
return out;
}
@fragment
fn fs_main(input: VertexOutput) -> @location(0) vec4<f32> {
// Sample sixel image (full RGBA)
let color = textureSample(sixel_texture, sixel_sampler, input.tex_coord);
// Apply global alpha multiplier and output premultiplied colors
// for PreMultiplied composite alpha mode
let final_alpha = color.a * input.alpha;
return vec4<f32>(color.rgb * final_alpha, final_alpha);
}