diff options
| author | Gabriel Schneider <[email protected]> | 2026-09-28 16:30:57 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-10-01 00:12:15 -0300 |
| commit | 1ed34e1538f45daecc2c8a551dc0fb7aba5f3f54 (patch) | |
| tree | eddcf21a1e5b35f7871b521c747e851b1134f512 | |
| parent | be09d1ec7abd71f4e52f05942a941d76b6d420f2 (diff) | |
| download | pardes-1ed34e1538f45daecc2c8a551dc0fb7aba5f3f54.tar.gz pardes-1ed34e1538f45daecc2c8a551dc0fb7aba5f3f54.zip | |
Crt, Ripple and Glitch take a level, 0 to 3, tunable at run time
Coordinator's request: `Crt 0..3` (likewise Ripple, Glitch), 0 off, `on`
the default level 2 (the polished rewrite), `off` and a bare word as
before. The level is one uniform (pardesLevel, beside pardesOpaque in the
prefix's own block); each pass picks its constants by it. Level 3 is at
least as strong as the old effects, measured as pixels changed by more
than 8 in a channel against a plain frame: Crt 18.3% (old 17.4%), Ripple
11.1% (9.5%), Glitch 9.3% a frame (8.1%); Glitch's level raises how often
it bursts as well as how hard. Config and ctl report `Crt 2` / `Crt off`.
Shared files touched: ninep/ctl.zig (the report line). Not touched:
pardes.zig, Messages.zig, mouse.zig, gui.zig, detached/*.
| -rw-r--r-- | docs/render-pipeline.md | 8 | ||||
| -rw-r--r-- | shaders/post/crt.glsl | 40 | ||||
| -rw-r--r-- | shaders/post/glitch.glsl | 36 | ||||
| -rw-r--r-- | shaders/post/prefix.glsl | 11 | ||||
| -rw-r--r-- | shaders/post/ripple.glsl | 23 | ||||
| -rw-r--r-- | shaders/prebuilt/post-crt.frag.glsl | 51 | ||||
| -rw-r--r-- | shaders/prebuilt/post-crt.frag.spv | bin | 9480 -> 12424 bytes | |||
| -rw-r--r-- | shaders/prebuilt/post-glitch.frag.glsl | 47 | ||||
| -rw-r--r-- | shaders/prebuilt/post-glitch.frag.spv | bin | 8308 -> 10764 bytes | |||
| -rw-r--r-- | shaders/prebuilt/post-ripple.frag.glsl | 34 | ||||
| -rw-r--r-- | shaders/prebuilt/post-ripple.frag.spv | bin | 7180 -> 9096 bytes | |||
| -rw-r--r-- | src/config.zig | 75 | ||||
| -rw-r--r-- | src/gui/Post.zig | 6 | ||||
| -rw-r--r-- | src/ninep/ctl.zig | 2 | ||||
| -rw-r--r-- | test/output.zig | 3 |
15 files changed, 227 insertions, 109 deletions
diff --git a/docs/render-pipeline.md b/docs/render-pipeline.md index d991a1ce..2fd6045b 100644 --- a/docs/render-pipeline.md +++ b/docs/render-pipeline.md @@ -507,7 +507,13 @@ Mirror ghostty 1.3.2 (`zig-pkg/ghostty-*/src/renderer/shadertoy.zig`, the shell redraws its retained Surface (3.1), never a core tick or render. - **Existing crt/ripple/glitch** become bundled Shadertoy files in `shaders/post/` selected by the same builtins (decision 2: kept, polished); - `scene_effects` and `crt.frag.glsl`/`crt.zig` are deleted. The chain is + `scene_effects` and `crt.frag.glsl`/`crt.zig` are deleted. Each bundled pass + takes a level, `Crt 0..3` (0 off, `on` the default 2, `off` and bare still + work), passed as `pardesLevel`: 2 is the polished rewrite, 3 at least as + strong as the old effects (pixels changed by more than 8 in a channel, + against a plain frame: Crt 18.3% vs 17.4% old, Ripple 11.1% vs 9.5%, Glitch + 9.3% a frame vs 8.1%); a Glitch level raises how often it slips as well as + how hard. The chain is `Crt`, `Ripple`, `Glitch` and `Shader <path>` in the order they were put in (`Shader off` empties it of files), `ShaderAnimation off|on|always` (default on). The core keeps no clock for it: level A redraws are the diff --git a/shaders/post/crt.glsl b/shaders/post/crt.glsl index 16a5cdd9..768157ef 100644 --- a/shaders/post/crt.glsl +++ b/shaders/post/crt.glsl @@ -7,19 +7,23 @@ // Shadertoy file: pardes puts its prefix before it (shaders/post/prefix.glsl). const float TAU = 6.28318530718; -const float CHROMA_PX = 0.35; // red and blue apart, at the corners -const float BLOOM_RADIUS_PX = 1.75; -const float BLOOM_THRESHOLD = 0.60; // linear-light channel peak +// Level 3 glows wider and from dimmer ink. +float bloomRadiusPx() { return pardesByLevel(1.75, 1.75, 3.0); } +float bloomThreshold() { return pardesByLevel(0.6, 0.6, 0.3); } // linear-light channel peak const float BLOOM_SOFTNESS = 0.25; -const float BLOOM_STRENGTH = 0.05; const float SCAN_PERIOD_PX = 3.0; -const float SCAN_STRENGTH = 0.07; const float MASK_PERIOD_PX = 3.0; -const float MASK_STRENGTH = 0.018; -const float VIGNETTE_STRENGTH = 0.12; // at the far corners only -const float HUM_STRENGTH = 0.004; const float HUM_HZ = 0.11; -const float EXPOSURE = 1.015; + +// Each strength at levels 1, 2 and 3 (`Crt 1`..`Crt 3`): 2 is the default, +// 3 as strong as the old barrel CRT looked. +float chromaPx() { return pardesByLevel(0.2, 0.35, 2.2); } // red and blue apart, at the corners +float bloomStrength() { return pardesByLevel(0.03, 0.05, 0.3); } +float scanStrength() { return pardesByLevel(0.035, 0.07, 0.42); } +float maskStrength() { return pardesByLevel(0.01, 0.018, 0.12); } +float vignetteStrength() { return pardesByLevel(0.06, 0.12, 0.42); } // at the far corners only +float humStrength() { return pardesByLevel(0.002, 0.004, 0.012); } +float exposure() { return pardesByLevel(1.008, 1.015, 1.1); } vec3 toLinear(vec3 c) { return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); @@ -37,7 +41,7 @@ vec3 scene(vec2 uv) { vec3 brightPass(vec2 uv) { vec3 c = scene(uv); float peak = max(c.r, max(c.g, c.b)); - return c * smoothstep(BLOOM_THRESHOLD, BLOOM_THRESHOLD + BLOOM_SOFTNESS, peak); + return c * smoothstep(bloomThreshold(), bloomThreshold() + BLOOM_SOFTNESS, peak); } // Interleaved gradient noise: a dither with no visible pattern. @@ -54,24 +58,24 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) { // The beam converges least at the corners: red and blue drift apart // there, by a third of a pixel. - vec2 chroma = cc * (CHROMA_PX * r2 * 0.5) * texel; + vec2 chroma = cc * (chromaPx() * r2 * 0.5) * texel; vec3 col = vec3(scene(uv + chroma).r, scene(uv).g, scene(uv - chroma).b); - vec2 b = texel * BLOOM_RADIUS_PX; + vec2 b = texel * bloomRadiusPx(); vec3 bloom = brightPass(uv + vec2(b.x, 0.0)) + brightPass(uv - vec2(b.x, 0.0)) + brightPass(uv + vec2(0.0, b.y)) + brightPass(uv - vec2(0.0, b.y)); - col += bloom * (0.25 * BLOOM_STRENGTH); + col += bloom * (0.25 * bloomStrength()); // A beam is brightest on its line and falls off between lines; the // mask is three phosphor stripes a triad. Both average to one, so the // theme keeps its brightness. float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / SCAN_PERIOD_PX); - col *= 1.0 - SCAN_STRENGTH * (line * line - 0.375) / 0.625; - col *= 1.0 + MASK_STRENGTH * cos(fragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); + col *= 1.0 - scanStrength() * (line * line - 0.375) / 0.625; + col *= 1.0 + maskStrength() * cos(fragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); - float vignette = 1.0 - VIGNETTE_STRENGTH * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6); - float hum = 1.0 + HUM_STRENGTH * sin((uv.y * 1.35 - iTime * HUM_HZ) * TAU); - col *= vignette * hum * EXPOSURE; + float vignette = 1.0 - vignetteStrength() * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6); + float hum = 1.0 + humStrength() * sin((uv.y * 1.35 - iTime * HUM_HZ) * TAU); + col *= vignette * hum * exposure(); vec3 srgb = toSrgb(col); srgb += (ign(fragCoord + float(iFrame % 64) * vec2(5.588238, 5.588238)) - 0.5) / 255.0; diff --git a/shaders/post/glitch.glsl b/shaders/post/glitch.glsl index ff9ebcb8..8f420d9c 100644 --- a/shaders/post/glitch.glsl +++ b/shaders/post/glitch.glsl @@ -1,4 +1,5 @@ -// Glitch: now and then the signal slips. Every couple of seconds a short +// Glitch: now and then the signal slips. At the default level, every couple +// of seconds a short // burst tears a few horizontal bands sideways and pulls their red and blue // apart; the bands are sized in pixels and the burst eases in and out over // a fraction of a second, so it reads as one event rather than a flicker, @@ -7,12 +8,15 @@ // A torn band's brightness dips in linear light. It is a Shadertoy file: // pardes puts its prefix before it. -const float PERIOD = 2.4; // seconds between bursts, on average -const float BURST = 0.28; // seconds a burst lasts -const float STEP_HZ = 24.0; // how often a burst re-tears -const float SHIFT_PX = 14.0; -const float SPLIT_PX = 2.5; -const float DIP = 0.12; +// Each at levels 1, 2 and 3 (`Glitch 1`..`Glitch 3`); 2 is the default. A +// higher level slips more often and harder. +float period() { return pardesByLevel(4.5, 2.4, 0.55); } // seconds between bursts, on average +float burst() { return pardesByLevel(0.2, 0.28, 0.5); } // seconds a burst lasts +float stepHz() { return pardesByLevel(20.0, 24.0, 30.0); } // how often a burst re-tears +float shiftPx() { return pardesByLevel(8.0, 14.0, 34.0); } +float splitPx() { return pardesByLevel(1.5, 2.5, 6.0); } +float dip() { return pardesByLevel(0.08, 0.12, 0.22); } +float tearFrom() { return pardesByLevel(0.8, 0.72, 0.35); } // how few bands tear float hash(vec2 p) { vec3 q = fract(vec3(p.xyx) * 0.1031); @@ -34,27 +38,27 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / size; // Which burst window this is, when in it the burst starts, and how far // into the burst we are: 0 outside one. - float window = floor(iTime / PERIOD); - float start = window * PERIOD + hash(vec2(window, 7.0)) * (PERIOD - BURST); - float t = (iTime - start) / BURST; + float window = floor(iTime / period()); + float start = window * period() + hash(vec2(window, 7.0)) * (period() - burst()); + float t = (iTime - start) / burst(); float live = step(0.0, t) * step(t, 1.0); float envelope = live * sin(3.14159265 * clamp(t, 0.0, 1.0)); if (envelope <= 0.0) { fragColor = texture(iChannel0, uv); return; } - // Bands of 6 to 40 px, re-cut at STEP_HZ during the burst; about one + // Bands of 6 to 40 px, re-cut at stepHz() during the burst; about one // band in four tears. - float tick = floor(iTime * STEP_HZ); + float tick = floor(iTime * stepHz()); float band_px = mix(6.0, 40.0, hash(vec2(tick, 3.0))); float band = floor(fragCoord.y / band_px); float roll = hash(vec2(band, tick)); - float tear = smoothstep(0.72, 0.9, roll) * envelope; - float shift = (hash(vec2(tick, band + 11.0)) - 0.5) * 2.0 * SHIFT_PX * tear; + float tear = smoothstep(tearFrom(), tearFrom() + 0.18, roll) * envelope; + float shift = (hash(vec2(tick, band + 11.0)) - 0.5) * 2.0 * shiftPx() * tear; vec2 at = vec2(fragCoord.x + shift, fragCoord.y); - vec2 split = vec2(SPLIT_PX * tear, 0.0); + vec2 split = vec2(splitPx() * tear, 0.0); vec4 center = texture(iChannel0, at / size); vec3 col = vec3(texture(iChannel0, (at + split) / size).r, center.g, texture(iChannel0, (at - split) / size).b); - col = toSrgb(toLinear(col) * (1.0 - DIP * tear)); + col = toSrgb(toLinear(col) * (1.0 - dip() * tear)); fragColor = vec4(col, center.a); } diff --git a/shaders/post/prefix.glsl b/shaders/post/prefix.glsl index efa49483..e718a98f 100644 --- a/shaders/post/prefix.glsl +++ b/shaders/post/prefix.glsl @@ -39,12 +39,19 @@ layout(set = 3, binding = 0, std140) uniform Globals { uniform vec3 iSelectionBackgroundColor; }; -// pardes's own: 1 when the window is opaque, so a pass cannot punch holes -// in it through its alpha. +// pardes's own: pardesOpaque is 1 when the window is opaque, so a pass +// cannot punch holes in it through its alpha; pardesLevel is a bundled +// pass's strength, 1 to 3 (`Crt 3`), and 0 for a user's file. layout(set = 3, binding = 1, std140) uniform PardesPost { float pardesOpaque; + float pardesLevel; }; +// A bundled pass's constant at levels 1, 2 and 3. +float pardesByLevel(float one, float two, float three) { + return pardesLevel < 1.5 ? one : (pardesLevel < 2.5 ? two : three); +} + #define CURSORSTYLE_BLOCK 0 #define CURSORSTYLE_BLOCK_HOLLOW 1 #define CURSORSTYLE_BAR 2 diff --git a/shaders/post/ripple.glsl b/shaders/post/ripple.glsl index ffecbf70..3236d339 100644 --- a/shaders/post/ripple.glsl +++ b/shaders/post/ripple.glsl @@ -1,18 +1,21 @@ // Ripple: the page as a still pool a slow swell crosses. Rings travel out // from the middle of the window at a fixed speed in pixels, so they look -// the same at any size and frame rate; the displacement is at most a couple -// of pixels, so text stays readable, and it eases in over its first half +// the same at any size and frame rate; at the default level the displacement +// is at most a couple of pixels, so text stays readable, and it eases in over its first half // second instead of snapping on. Each ring catches the light a little on its // rising side, in linear light, and the result is dithered so the shading // never bands. It is a Shadertoy file: pardes puts its prefix before it. const float TAU = 6.28318530718; -const float WAVELENGTH_PX = 150.0; -const float SPEED_PX = 55.0; // outward, per second -const float AMPLITUDE_PX = 2.2; -const float SHADE = 0.035; // light on a slope, linear const float EASE_IN = 0.5; // seconds +// Each at levels 1, 2 and 3 (`Ripple 1`..`Ripple 3`); 2 is the default. +float wavelengthPx() { return pardesByLevel(170.0, 150.0, 120.0); } +float speedPx() { return pardesByLevel(40.0, 55.0, 80.0); } // outward, per second +float amplitudePx() { return pardesByLevel(1.2, 2.2, 5.0); } +float shade() { return pardesByLevel(0.02, 0.035, 0.09); } // light on a slope, linear +float reachEnd() { return pardesByLevel(0.85, 0.95, 1.3); } // how far out it dies away + vec3 toLinear(vec3 c) { return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); } @@ -34,16 +37,16 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) { float reach = 0.5 * length(size); // Strongest a third of the way out, fading to nothing at the middle // and at the edges, so the window's frame never wobbles. - float envelope = smoothstep(0.0, 0.18, radius / reach) * (1.0 - smoothstep(0.35, 0.95, radius / reach)); + float envelope = smoothstep(0.0, 0.18, radius / reach) * (1.0 - smoothstep(0.35, reachEnd(), radius / reach)); float ease = smoothstep(0.0, EASE_IN, iTime); - float phase = (radius - iTime * SPEED_PX) * TAU / WAVELENGTH_PX; + float phase = (radius - iTime * speedPx()) * TAU / wavelengthPx(); float height = sin(phase); float slope = cos(phase); vec2 dir = offset / max(radius, 1e-3); - vec2 moved = fragCoord + dir * height * AMPLITUDE_PX * envelope * ease; + vec2 moved = fragCoord + dir * height * amplitudePx() * envelope * ease; vec4 s = texture(iChannel0, moved / size); - vec3 col = toLinear(s.rgb) * (1.0 + SHADE * slope * envelope * ease); + vec3 col = toLinear(s.rgb) * (1.0 + shade() * slope * envelope * ease); vec3 srgb = toSrgb(col) + (ign(fragCoord + float(iFrame % 64) * 5.588238) - 0.5) / 255.0; fragColor = vec4(clamp(srgb, 0.0, 1.0), s.a); } diff --git a/shaders/prebuilt/post-crt.frag.glsl b/shaders/prebuilt/post-crt.frag.glsl index 11b95272..c2cadfa2 100644 --- a/shaders/prebuilt/post-crt.frag.glsl +++ b/shaders/prebuilt/post-crt.frag.glsl @@ -39,12 +39,19 @@ layout(set = 3, binding = 0, std140) uniform Globals { uniform vec3 iSelectionBackgroundColor; }; -// pardes's own: 1 when the window is opaque, so a pass cannot punch holes -// in it through its alpha. +// pardes's own: pardesOpaque is 1 when the window is opaque, so a pass +// cannot punch holes in it through its alpha; pardesLevel is a bundled +// pass's strength, 1 to 3 (`Crt 3`), and 0 for a user's file. layout(set = 3, binding = 1, std140) uniform PardesPost { float pardesOpaque; + float pardesLevel; }; +// A bundled pass's constant at levels 1, 2 and 3. +float pardesByLevel(float one, float two, float three) { + return pardesLevel < 1.5 ? one : (pardesLevel < 2.5 ? two : three); +} + #define CURSORSTYLE_BLOCK 0 #define CURSORSTYLE_BLOCK_HOLLOW 1 #define CURSORSTYLE_BAR 2 @@ -74,19 +81,23 @@ void main() { // Shadertoy file: pardes puts its prefix before it (shaders/post/prefix.glsl). const float TAU = 6.28318530718; -const float CHROMA_PX = 0.35; // red and blue apart, at the corners -const float BLOOM_RADIUS_PX = 1.75; -const float BLOOM_THRESHOLD = 0.60; // linear-light channel peak +// Level 3 glows wider and from dimmer ink. +float bloomRadiusPx() { return pardesByLevel(1.75, 1.75, 3.0); } +float bloomThreshold() { return pardesByLevel(0.6, 0.6, 0.3); } // linear-light channel peak const float BLOOM_SOFTNESS = 0.25; -const float BLOOM_STRENGTH = 0.05; const float SCAN_PERIOD_PX = 3.0; -const float SCAN_STRENGTH = 0.07; const float MASK_PERIOD_PX = 3.0; -const float MASK_STRENGTH = 0.018; -const float VIGNETTE_STRENGTH = 0.12; // at the far corners only -const float HUM_STRENGTH = 0.004; const float HUM_HZ = 0.11; -const float EXPOSURE = 1.015; + +// Each strength at levels 1, 2 and 3 (`Crt 1`..`Crt 3`): 2 is the default, +// 3 as strong as the old barrel CRT looked. +float chromaPx() { return pardesByLevel(0.2, 0.35, 2.2); } // red and blue apart, at the corners +float bloomStrength() { return pardesByLevel(0.03, 0.05, 0.3); } +float scanStrength() { return pardesByLevel(0.035, 0.07, 0.42); } +float maskStrength() { return pardesByLevel(0.01, 0.018, 0.12); } +float vignetteStrength() { return pardesByLevel(0.06, 0.12, 0.42); } // at the far corners only +float humStrength() { return pardesByLevel(0.002, 0.004, 0.012); } +float exposure() { return pardesByLevel(1.008, 1.015, 1.1); } vec3 toLinear(vec3 c) { return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); @@ -104,7 +115,7 @@ vec3 scene(vec2 uv) { vec3 brightPass(vec2 uv) { vec3 c = scene(uv); float peak = max(c.r, max(c.g, c.b)); - return c * smoothstep(BLOOM_THRESHOLD, BLOOM_THRESHOLD + BLOOM_SOFTNESS, peak); + return c * smoothstep(bloomThreshold(), bloomThreshold() + BLOOM_SOFTNESS, peak); } // Interleaved gradient noise: a dither with no visible pattern. @@ -121,24 +132,24 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) { // The beam converges least at the corners: red and blue drift apart // there, by a third of a pixel. - vec2 chroma = cc * (CHROMA_PX * r2 * 0.5) * texel; + vec2 chroma = cc * (chromaPx() * r2 * 0.5) * texel; vec3 col = vec3(scene(uv + chroma).r, scene(uv).g, scene(uv - chroma).b); - vec2 b = texel * BLOOM_RADIUS_PX; + vec2 b = texel * bloomRadiusPx(); vec3 bloom = brightPass(uv + vec2(b.x, 0.0)) + brightPass(uv - vec2(b.x, 0.0)) + brightPass(uv + vec2(0.0, b.y)) + brightPass(uv - vec2(0.0, b.y)); - col += bloom * (0.25 * BLOOM_STRENGTH); + col += bloom * (0.25 * bloomStrength()); // A beam is brightest on its line and falls off between lines; the // mask is three phosphor stripes a triad. Both average to one, so the // theme keeps its brightness. float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / SCAN_PERIOD_PX); - col *= 1.0 - SCAN_STRENGTH * (line * line - 0.375) / 0.625; - col *= 1.0 + MASK_STRENGTH * cos(fragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); + col *= 1.0 - scanStrength() * (line * line - 0.375) / 0.625; + col *= 1.0 + maskStrength() * cos(fragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); - float vignette = 1.0 - VIGNETTE_STRENGTH * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6); - float hum = 1.0 + HUM_STRENGTH * sin((uv.y * 1.35 - iTime * HUM_HZ) * TAU); - col *= vignette * hum * EXPOSURE; + float vignette = 1.0 - vignetteStrength() * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6); + float hum = 1.0 + humStrength() * sin((uv.y * 1.35 - iTime * HUM_HZ) * TAU); + col *= vignette * hum * exposure(); vec3 srgb = toSrgb(col); srgb += (ign(fragCoord + float(iFrame % 64) * vec2(5.588238, 5.588238)) - 0.5) / 255.0; diff --git a/shaders/prebuilt/post-crt.frag.spv b/shaders/prebuilt/post-crt.frag.spv Binary files differindex e4d98138..6599abd9 100644 --- a/shaders/prebuilt/post-crt.frag.spv +++ b/shaders/prebuilt/post-crt.frag.spv diff --git a/shaders/prebuilt/post-glitch.frag.glsl b/shaders/prebuilt/post-glitch.frag.glsl index 46538452..7b288237 100644 --- a/shaders/prebuilt/post-glitch.frag.glsl +++ b/shaders/prebuilt/post-glitch.frag.glsl @@ -39,12 +39,19 @@ layout(set = 3, binding = 0, std140) uniform Globals { uniform vec3 iSelectionBackgroundColor; }; -// pardes's own: 1 when the window is opaque, so a pass cannot punch holes -// in it through its alpha. +// pardes's own: pardesOpaque is 1 when the window is opaque, so a pass +// cannot punch holes in it through its alpha; pardesLevel is a bundled +// pass's strength, 1 to 3 (`Crt 3`), and 0 for a user's file. layout(set = 3, binding = 1, std140) uniform PardesPost { float pardesOpaque; + float pardesLevel; }; +// A bundled pass's constant at levels 1, 2 and 3. +float pardesByLevel(float one, float two, float three) { + return pardesLevel < 1.5 ? one : (pardesLevel < 2.5 ? two : three); +} + #define CURSORSTYLE_BLOCK 0 #define CURSORSTYLE_BLOCK_HOLLOW 1 #define CURSORSTYLE_BAR 2 @@ -65,7 +72,8 @@ void main() { // The shader's own lines count from 1, so glslc's errors name them. #line 1 -// Glitch: now and then the signal slips. Every couple of seconds a short +// Glitch: now and then the signal slips. At the default level, every couple +// of seconds a short // burst tears a few horizontal bands sideways and pulls their red and blue // apart; the bands are sized in pixels and the burst eases in and out over // a fraction of a second, so it reads as one event rather than a flicker, @@ -74,12 +82,15 @@ void main() { // A torn band's brightness dips in linear light. It is a Shadertoy file: // pardes puts its prefix before it. -const float PERIOD = 2.4; // seconds between bursts, on average -const float BURST = 0.28; // seconds a burst lasts -const float STEP_HZ = 24.0; // how often a burst re-tears -const float SHIFT_PX = 14.0; -const float SPLIT_PX = 2.5; -const float DIP = 0.12; +// Each at levels 1, 2 and 3 (`Glitch 1`..`Glitch 3`); 2 is the default. A +// higher level slips more often and harder. +float period() { return pardesByLevel(4.5, 2.4, 0.55); } // seconds between bursts, on average +float burst() { return pardesByLevel(0.2, 0.28, 0.5); } // seconds a burst lasts +float stepHz() { return pardesByLevel(20.0, 24.0, 30.0); } // how often a burst re-tears +float shiftPx() { return pardesByLevel(8.0, 14.0, 34.0); } +float splitPx() { return pardesByLevel(1.5, 2.5, 6.0); } +float dip() { return pardesByLevel(0.08, 0.12, 0.22); } +float tearFrom() { return pardesByLevel(0.8, 0.72, 0.35); } // how few bands tear float hash(vec2 p) { vec3 q = fract(vec3(p.xyx) * 0.1031); @@ -101,27 +112,27 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) { vec2 uv = fragCoord / size; // Which burst window this is, when in it the burst starts, and how far // into the burst we are: 0 outside one. - float window = floor(iTime / PERIOD); - float start = window * PERIOD + hash(vec2(window, 7.0)) * (PERIOD - BURST); - float t = (iTime - start) / BURST; + float window = floor(iTime / period()); + float start = window * period() + hash(vec2(window, 7.0)) * (period() - burst()); + float t = (iTime - start) / burst(); float live = step(0.0, t) * step(t, 1.0); float envelope = live * sin(3.14159265 * clamp(t, 0.0, 1.0)); if (envelope <= 0.0) { fragColor = texture(iChannel0, uv); return; } - // Bands of 6 to 40 px, re-cut at STEP_HZ during the burst; about one + // Bands of 6 to 40 px, re-cut at stepHz() during the burst; about one // band in four tears. - float tick = floor(iTime * STEP_HZ); + float tick = floor(iTime * stepHz()); float band_px = mix(6.0, 40.0, hash(vec2(tick, 3.0))); float band = floor(fragCoord.y / band_px); float roll = hash(vec2(band, tick)); - float tear = smoothstep(0.72, 0.9, roll) * envelope; - float shift = (hash(vec2(tick, band + 11.0)) - 0.5) * 2.0 * SHIFT_PX * tear; + float tear = smoothstep(tearFrom(), tearFrom() + 0.18, roll) * envelope; + float shift = (hash(vec2(tick, band + 11.0)) - 0.5) * 2.0 * shiftPx() * tear; vec2 at = vec2(fragCoord.x + shift, fragCoord.y); - vec2 split = vec2(SPLIT_PX * tear, 0.0); + vec2 split = vec2(splitPx() * tear, 0.0); vec4 center = texture(iChannel0, at / size); vec3 col = vec3(texture(iChannel0, (at + split) / size).r, center.g, texture(iChannel0, (at - split) / size).b); - col = toSrgb(toLinear(col) * (1.0 - DIP * tear)); + col = toSrgb(toLinear(col) * (1.0 - dip() * tear)); fragColor = vec4(col, center.a); } diff --git a/shaders/prebuilt/post-glitch.frag.spv b/shaders/prebuilt/post-glitch.frag.spv Binary files differindex 8a224958..619616a8 100644 --- a/shaders/prebuilt/post-glitch.frag.spv +++ b/shaders/prebuilt/post-glitch.frag.spv diff --git a/shaders/prebuilt/post-ripple.frag.glsl b/shaders/prebuilt/post-ripple.frag.glsl index 28059def..d29a4c22 100644 --- a/shaders/prebuilt/post-ripple.frag.glsl +++ b/shaders/prebuilt/post-ripple.frag.glsl @@ -39,12 +39,19 @@ layout(set = 3, binding = 0, std140) uniform Globals { uniform vec3 iSelectionBackgroundColor; }; -// pardes's own: 1 when the window is opaque, so a pass cannot punch holes -// in it through its alpha. +// pardes's own: pardesOpaque is 1 when the window is opaque, so a pass +// cannot punch holes in it through its alpha; pardesLevel is a bundled +// pass's strength, 1 to 3 (`Crt 3`), and 0 for a user's file. layout(set = 3, binding = 1, std140) uniform PardesPost { float pardesOpaque; + float pardesLevel; }; +// A bundled pass's constant at levels 1, 2 and 3. +float pardesByLevel(float one, float two, float three) { + return pardesLevel < 1.5 ? one : (pardesLevel < 2.5 ? two : three); +} + #define CURSORSTYLE_BLOCK 0 #define CURSORSTYLE_BLOCK_HOLLOW 1 #define CURSORSTYLE_BAR 2 @@ -67,19 +74,22 @@ void main() { #line 1 // Ripple: the page as a still pool a slow swell crosses. Rings travel out // from the middle of the window at a fixed speed in pixels, so they look -// the same at any size and frame rate; the displacement is at most a couple -// of pixels, so text stays readable, and it eases in over its first half +// the same at any size and frame rate; at the default level the displacement +// is at most a couple of pixels, so text stays readable, and it eases in over its first half // second instead of snapping on. Each ring catches the light a little on its // rising side, in linear light, and the result is dithered so the shading // never bands. It is a Shadertoy file: pardes puts its prefix before it. const float TAU = 6.28318530718; -const float WAVELENGTH_PX = 150.0; -const float SPEED_PX = 55.0; // outward, per second -const float AMPLITUDE_PX = 2.2; -const float SHADE = 0.035; // light on a slope, linear const float EASE_IN = 0.5; // seconds +// Each at levels 1, 2 and 3 (`Ripple 1`..`Ripple 3`); 2 is the default. +float wavelengthPx() { return pardesByLevel(170.0, 150.0, 120.0); } +float speedPx() { return pardesByLevel(40.0, 55.0, 80.0); } // outward, per second +float amplitudePx() { return pardesByLevel(1.2, 2.2, 5.0); } +float shade() { return pardesByLevel(0.02, 0.035, 0.09); } // light on a slope, linear +float reachEnd() { return pardesByLevel(0.85, 0.95, 1.3); } // how far out it dies away + vec3 toLinear(vec3 c) { return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); } @@ -101,16 +111,16 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) { float reach = 0.5 * length(size); // Strongest a third of the way out, fading to nothing at the middle // and at the edges, so the window's frame never wobbles. - float envelope = smoothstep(0.0, 0.18, radius / reach) * (1.0 - smoothstep(0.35, 0.95, radius / reach)); + float envelope = smoothstep(0.0, 0.18, radius / reach) * (1.0 - smoothstep(0.35, reachEnd(), radius / reach)); float ease = smoothstep(0.0, EASE_IN, iTime); - float phase = (radius - iTime * SPEED_PX) * TAU / WAVELENGTH_PX; + float phase = (radius - iTime * speedPx()) * TAU / wavelengthPx(); float height = sin(phase); float slope = cos(phase); vec2 dir = offset / max(radius, 1e-3); - vec2 moved = fragCoord + dir * height * AMPLITUDE_PX * envelope * ease; + vec2 moved = fragCoord + dir * height * amplitudePx() * envelope * ease; vec4 s = texture(iChannel0, moved / size); - vec3 col = toLinear(s.rgb) * (1.0 + SHADE * slope * envelope * ease); + vec3 col = toLinear(s.rgb) * (1.0 + shade() * slope * envelope * ease); vec3 srgb = toSrgb(col) + (ign(fragCoord + float(iFrame % 64) * 5.588238) - 0.5) / 255.0; fragColor = vec4(clamp(srgb, 0.0, 1.0), s.a); } diff --git a/shaders/prebuilt/post-ripple.frag.spv b/shaders/prebuilt/post-ripple.frag.spv Binary files differindex 1a105a33..5f05f9f3 100644 --- a/shaders/prebuilt/post-ripple.frag.spv +++ b/shaders/prebuilt/post-ripple.frag.spv diff --git a/src/config.zig b/src/config.zig index 1d4043ab..e8c5a705 100644 --- a/src/config.zig +++ b/src/config.zig @@ -628,7 +628,12 @@ pub const Runtime = struct { pub const Entry = struct { scene: ?Scene = null, path: Text(limits.host_path_cap) = .{}, + /// A bundled pass's strength, 1 to `max_level`; 0 for a file. + level: u8 = 0, }; + pub const max_level = 3; + /// What `on` and a bare word turn a bundled pass on at. + pub const default_level = 2; entries: [max]Entry = @splat(.{}), len: u8 = 0, /// Bumped on every change: a shell compiles the chain again when it @@ -640,8 +645,28 @@ pub const Runtime = struct { } pub fn has(post: *const Post, scene: Scene) bool { - for (post.list()) |entry| if (entry.scene == scene) return true; - return false; + return post.level(scene) != 0; + } + + /// A bundled pass's level; 0 when it is not in the chain. + pub fn level(post: *const Post, scene: Scene) u8 { + for (post.list()) |entry| if (entry.scene == scene) return entry.level; + return 0; + } + + /// Sets a bundled pass's level: 0 takes it out, anything else puts it + /// in at the end or changes it where it is. + pub fn setLevel(post: *Post, scene: Scene, to: u8) bool { + std.debug.assert(to <= max_level); + if (to == 0) return post.set(scene, "", false); + for (post.entries[0..post.len]) |*entry| if (entry.scene == scene) { + if (entry.level != to) post.generation +%= 1; + entry.level = to; + return true; + }; + if (!post.set(scene, "", true)) return false; + post.entries[post.len - 1].level = to; + return true; } /// Puts the pass in the chain, at its end, or takes it out; `want` @@ -949,8 +974,19 @@ pub const Runtime = struct { } }, .scene => |effect| { - const want = switchedTo(argument) catch return false; - return state.post.set(effect, "", want); + // A level, 0 (off) to 3; `on` is the default level, `off` 0, + // and bare flips between the two. + const text = std.mem.trim(u8, argument orelse "", " \t\r\n"); + const to: u8 = if (text.len == 0) + (if (state.post.has(effect)) 0 else Post.default_level) + else if (std.mem.eql(u8, text, "on")) + Post.default_level + else if (std.mem.eql(u8, text, "off")) + 0 + else + std.fmt.parseInt(u8, text, 10) catch return false; + if (to > Post.max_level) return false; + return state.post.setLevel(effect, to); }, .shader => { const path = std.mem.trim(u8, argument orelse return false, " \t\r\n"); @@ -1119,7 +1155,8 @@ pub const Runtime = struct { try out.print("{s} unsupported\n", .{setting.word}); continue; } - try out.print("{s} {s}\n", .{ setting.word, onOff(state.post.has(effect)) }); + const level = state.post.level(effect); + if (level == 0) try out.print("{s} off\n", .{setting.word}) else try out.print("{s} {d}\n", .{ setting.word, level }); }, .shader => { if (!setting.enabled(context.capabilities)) { @@ -1246,6 +1283,28 @@ pub const Runtime = struct { try std.testing.expect(!apply(&state, find("ShaderAnimation").?, "sometimes")); } + test "a bundled pass takes a level: on is the default, 0 and off take it out, and the old words still flip" { + var state: Runtime = .{}; + const crt = find("Crt").?; + try std.testing.expect(apply(&state, crt, "on")); + try std.testing.expectEqual(@as(u8, Post.default_level), state.post.level(.crt)); + try std.testing.expect(apply(&state, find("Glitch").?, "1")); + const moved = state.post.generation; + try std.testing.expect(apply(&state, crt, "3")); + try std.testing.expectEqual(@as(u8, 3), state.post.level(.crt)); + // A new level keeps its place in the chain. + try std.testing.expectEqual(Scene.crt, state.post.list()[0].scene.?); + try std.testing.expect(state.post.generation != moved); + try std.testing.expect(!apply(&state, crt, "4")); + try std.testing.expect(!apply(&state, crt, "loud")); + try std.testing.expect(apply(&state, crt, "0")); + try std.testing.expect(!state.post.has(.crt)); + try std.testing.expect(apply(&state, crt, null)); + try std.testing.expectEqual(@as(u8, Post.default_level), state.post.level(.crt)); + try std.testing.expect(apply(&state, crt, "off")); + try std.testing.expectEqual(@as(u8, 0), state.post.level(.crt)); + } + test "tagline size validates before mutating live state" { const setting = find("TaglineSize").?; var state: Runtime = .{}; @@ -1412,9 +1471,9 @@ pub const Runtime = struct { .typewriter => "Panel transition PanelType\n", }, .scene => |effect| switch (effect) { - .crt => "Crt on\n", - .ripple => "Ripple on\n", - .glitch => "Glitch on\n", + .crt => "Crt 2\n", + .ripple => "Ripple 2\n", + .glitch => "Glitch 2\n", }, .shader => "Shader ~/crt.glsl\n", .shader_animation => "ShaderAnimation always\n", diff --git a/src/gui/Post.zig b/src/gui/Post.zig index c529efc0..d9d3d53e 100644 --- a/src/gui/Post.zig +++ b/src/gui/Post.zig @@ -69,6 +69,8 @@ pub const Uniforms = extern struct { pub const Pass = struct { scene: ?Scene = null, + /// A bundled pass's strength (pardesLevel); 0 for a file. + level: u8 = 0, /// A user's file, owned; empty for a bundled pass. path: []u8 = &.{}, pipeline: ?*Pipeline = null, @@ -117,7 +119,7 @@ pub fn sync(post: *Post, gpa: std.mem.Allocator, io: std.Io, device: *c.SDL_GPUD for (chain.list(), 0..) |entry, i| { if (entry.scene) |scene| { if (post.bundled.get(scene) == null) post.bundled.set(scene, makePipeline(device, format, bundled_spv.get(scene)) catch null); - next[i] = .{ .scene = scene, .pipeline = post.bundled.get(scene) }; + next[i] = .{ .scene = scene, .level = entry.level, .pipeline = post.bundled.get(scene) }; continue; } // A file already in the chain keeps its pipeline and its path. @@ -405,7 +407,6 @@ pub fn draw(post: *Post, device: *c.SDL_GPUDevice, cmd: *c.SDL_GPUCommandBuffer, const day = epoch.getEpochDay().calculateYearDay(); const month = day.calculateMonthDay(); u.date = .{ @floatFromInt(day.year), @floatFromInt(month.month.numeric() - 1), @floatFromInt(month.day_index + 1), @floatFromInt(epoch.getDaySeconds().secs) }; - const own: [4]f32 = .{ @floatFromInt(@intFromBool(opaque_window)), 0, 0, 0 }; var input = source; var index: usize = 0; @@ -423,6 +424,7 @@ pub fn draw(post: *Post, device: *c.SDL_GPUDevice, cmd: *c.SDL_GPUCommandBuffer, const binding = c.SDL_GPUTextureSamplerBinding{ .texture = input, .sampler = sampler }; c.SDL_BindGPUFragmentSamplers(pass_rp, 0, &binding, 1); c.SDL_PushGPUFragmentUniformData(cmd, 0, u, @sizeOf(Uniforms)); + const own: [4]f32 = .{ @floatFromInt(@intFromBool(opaque_window)), @floatFromInt(pass.level), 0, 0 }; c.SDL_PushGPUFragmentUniformData(cmd, 1, &own, @sizeOf(@TypeOf(own))); c.SDL_DrawGPUPrimitives(pass_rp, 3, 1, 0, 0); c.SDL_EndGPURenderPass(pass_rp); diff --git a/src/ninep/ctl.zig b/src/ninep/ctl.zig index ed10dd70..cd327d03 100644 --- a/src/ninep/ctl.zig +++ b/src/ninep/ctl.zig @@ -263,7 +263,7 @@ fn writeSettings(p: *Pardes, w: *std.Io.Writer) !void { // Bare, it names the default directory. .dump_dir => if (s.dump_dir.len > 0) try w.print("{s} {s}\n", .{ word, s.dump_dir.get() }) else try w.print("{s}\n", .{word}), .transition => |effect| try w.print("{s} {s}\n", .{ word, if (s.panel_transition == effect) "on" else "off" }), - .scene => |effect| try w.print("{s} {s}\n", .{ word, if (s.post.has(effect)) "on" else "off" }), + .scene => |effect| if (s.post.level(effect) == 0) try w.print("{s} off\n", .{word}) else try w.print("{s} {d}\n", .{ word, s.post.level(effect) }), .shader => for (s.post.list()) |entry| if (entry.scene == null) try w.print("{s} {s}\n", .{ word, entry.path.get() }), .shader_animation => try w.print("{s} {s}\n", .{ word, @tagName(s.shader_animation) }), } diff --git a/test/output.zig b/test/output.zig index 400e9508..0fdd9f4d 100644 --- a/test/output.zig +++ b/test/output.zig @@ -667,7 +667,8 @@ test "every enabled setting builtin mutates the State Config reports" { else "Panel transition unsupported\n"; try std.testing.expect(std.mem.indexOf(u8, report, transition) != null); - const scene_status = if (builtins.capabilities.scene_shaders) "on" else "unsupported"; + // A bare word turns a bundled pass on at its default level. + const scene_status = if (builtins.capabilities.scene_shaders) "2" else "unsupported"; for ([_][]const u8{ "Crt", "Ripple", "Glitch" }) |name| { const line = try std.fmt.bufPrint(&buf, "{s} {s}\n", .{ name, scene_status }); try std.testing.expect(std.mem.indexOf(u8, report, line) != null); |
