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| author | Gabriel Schneider <[email protected]> | 2026-08-16 15:49:12 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-08-18 23:44:42 -0300 |
| commit | 1551e409c31992437cb2fa864f576d45c8433801 (patch) | |
| tree | e2fae8451f87b735a1360c7c2e383fdc40165789 /shaders/crt.ci.metal | |
| parent | be2a9957708cbf0c478ca861c4a1f0f227bbfe10 (diff) | |
| download | pardes-1551e409c31992437cb2fa864f576d45c8433801.tar.gz pardes-1551e409c31992437cb2fa864f576d45c8433801.zip | |
big slow change: prebuilt shaders (SPIR-V/Metal), core gui reflow, docs, web + snapshot refresh
Diffstat (limited to 'shaders/crt.ci.metal')
| -rw-r--r-- | shaders/crt.ci.metal | 376 |
1 files changed, 376 insertions, 0 deletions
diff --git a/shaders/crt.ci.metal b/shaders/crt.ci.metal new file mode 100644 index 00000000..32e26b21 --- /dev/null +++ b/shaders/crt.ci.metal @@ -0,0 +1,376 @@ +// Native macOS panel and scene postprocess. Panel kernels consume the core's +// plain tracks; the final full-window kernel ports crt.frag.glsl and combines +// CRT, ripple and glitch. Scene constants and sampling geometry stay in step +// with GLSL, while panel easing/noise stays in step with panel_animation.zig. +#include <metal_stdlib> +#include <CoreImage/CoreImage.h> +using namespace metal; + +constant float PARDES_TAU = 6.28318530718; + +float pardesNoise(float2 p) { + float3 q = fract(float3(p.x, p.y, p.x) * 0.1031); + q += dot(q, q.yzx + 33.33); + return fract((q.x + q.y) * q.z); +} + +// Exact integer hash from panel_animation.cellNoise. Pane serial and logical +// cell coordinates, not destination pixels, keep TTY and GPU reveal decisions +// stable across scale factors and geometry transforms. +float pardesCellNoise(float2 serialParts, float colValue, float rowValue) { + uint serial = uint(max(serialParts.x, 0.0)) | + (uint(max(serialParts.y, 0.0)) << 16); + uint col = uint(max(colValue, 0.0)); + uint row = uint(max(rowValue, 0.0)); + uint x = serial ^ (col * 0x9e3779b9u) ^ (row * 0x85ebca6bu); + x ^= x >> 16; + x *= 0x7feb352du; + x ^= x >> 15; + x *= 0x846ca68bu; + x ^= x >> 16; + return float(x & 0xffffu) / 65535.0; +} + +float2 pardesSceneUV(float2 uv, float timeSeconds, float rippleOn, float glitchOn) { + if (rippleOn > 0.5) { + float2 centered = uv - 0.5; + float radius = length(centered); + // Reversed smoothstep edges are undefined in GLSL and Metal alike. + float envelope = 1.0 - smoothstep(0.04, 0.72, radius); + float wave = sin(radius * 42.0 - timeSeconds * 5.2); + uv += centered / max(radius, 0.00001) * wave * envelope * 0.0032; + } + if (glitchOn > 0.5) { + float band = floor(uv.y * 96.0); + float seed = pardesNoise(float2(band, floor(timeSeconds * 13.0))); + float tear = smoothstep(0.955, 1.0, seed); + uv.x += (pardesNoise(float2(seed, band)) - 0.5) * tear * 0.020; + } + return uv; +} + +float4 pardesSceneSample( + coreimage::sampler source, + float2 origin, + float2 size, + float2 uv +) { + return coreimage::unpremultiply( + source.sample(source.transform(origin + uv * size))); +} + +// Keep this ordering identical to crt.frag.glsl's sceneSrgb: every caller +// supplies its own pre-warp coordinate, then ripple/glitch move that sample, +// then glitch splits its red/blue channels around the moved center. +float4 pardesSceneSrgb( + coreimage::sampler source, + float2 origin, + float2 size, + float2 uv, + float timeSeconds, + float rippleOn, + float glitchOn +) { + float2 warped = pardesSceneUV(uv, timeSeconds, rippleOn, glitchOn); + float4 center = pardesSceneSample(source, origin, size, warped); + if (glitchOn <= 0.5) return center; + + float band = floor(warped.y * 96.0); + float seed = pardesNoise(float2(band, floor(timeSeconds * 13.0))); + float tear = smoothstep(0.955, 1.0, seed); + float2 chroma = float2((0.35 + 1.25 * tear) / size.x, 0.0); + float4 red = pardesSceneSample(source, origin, size, warped + chroma); + float4 blue = pardesSceneSample(source, origin, size, warped - chroma); + return float4(red.r, center.g, blue.b, center.a); +} + +float3 pardesSceneLinear( + coreimage::sampler source, + float2 origin, + float2 size, + float2 uv, + float timeSeconds, + float rippleOn, + float glitchOn +) { + return coreimage::srgb_to_linear(pardesSceneSrgb( + source, origin, size, uv, timeSeconds, rippleOn, glitchOn).rgb); +} + +bool pardesInside(float2 p, float4 box) { + return p.x >= box.x && p.y >= box.y && + p.x < box.x + box.z && p.y < box.y + box.w; +} + +float pardesPanelProgress(float effect, float frame) { + float frames = effect == 1.0 ? 12.0 : + effect == 2.0 ? 14.0 : + effect == 3.0 ? 10.0 : + effect == 4.0 ? 16.0 : + effect == 5.0 ? 12.0 : 1.0; + if (frames <= 1.0 || frame >= frames - 1.0) return 1.0; + float t = clamp(frame / (frames - 1.0), 0.0, 1.0); + if (effect == 1.0 || effect == 5.0) { // horizontal/vertical slide + float u = 1.0 - t; + return 1.0 - u * u * u; + } + if (effect == 2.0) { // zoom: ease-out back, including its overshoot + const float c1 = 1.70158; + const float c3 = c1 + 1.0; + float u = t - 1.0; + return 1.0 + c3 * u * u * u + c1 * u * u; + } + if (effect == 3.0) return t * t * (3.0 - 2.0 * t); // dissolve + return t; // ASCII materialization +} + +float pardesAsciiGlyph(float2 uv, int glyph) { + float2 p = uv * 2.0 - 1.0; + const float thin = 0.12; + float dotShape = 1.0 - smoothstep(0.10, 0.20, length(p - float2(0.0, 0.45))); + float barH = 1.0 - smoothstep(thin, thin + 0.08, abs(p.y)); + float barV = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x)); + if (glyph == 0) return dotShape; + if (glyph == 1) return max(dotShape, + 1.0 - smoothstep(0.10, 0.20, length(p + float2(0.0, 0.45)))); + if (glyph == 2) return max(barH, barV); + if (glyph == 3) { + float d0 = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x - p.y)); + float d1 = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x + p.y)); + return max(max(d0, d1), max(barH, barV)); + } + if (glyph == 4) { + float rails = max( + 1.0 - smoothstep(thin, thin + 0.08, abs(abs(p.x) - 0.34)), + 1.0 - smoothstep(thin, thin + 0.08, abs(abs(p.y) - 0.34))); + return rails; + } + float ring = 1.0 - smoothstep(thin, thin + 0.08, + abs(length(p * float2(0.8, 1.0)) - 0.48)); + return max(ring, glyph == 6 ? dotShape : 0.0); +} + +// Prepare every geometric target before any translated panel is drawn. A +// vertical opener restores the old frame in its fixed clip; a closing pane is +// already absent from `canvas` and therefore needs no clear at all. +extern "C" float4 pardesPanelClear( + coreimage::sampler canvas, + coreimage::sampler previous, + float4 target, + float4 ground, + float effect, + float phase, + coreimage::destination destination +) { + float2 coord = destination.coord(); + if (!pardesInside(coord, target)) + return canvas.sample(canvas.transform(coord)); + if (effect == 1.0 || effect == 2.0) return ground; + if (effect == 5.0 && phase == 0.0) + return previous.sample(previous.transform(coord)); + return canvas.sample(canvas.transform(coord)); +} + +// One panel draw over the accumulated image. Current and previous are complete +// CoreText+attachment rasters. That makes a closing pane safe after its core +// allocation is gone and makes ASCII/dissolve true old-to-new data effects. +extern "C" float4 pardesPanel( + coreimage::sampler current, + coreimage::sampler previous, + coreimage::sampler changedMask, + coreimage::sampler canvas, + float4 target, + float4 from, + float4 to, + float effect, + float phase, + float frame, + float2 serialParts, + float2 cellSize, + float2 gridOrigin, + coreimage::destination destination +) { + float2 coord = destination.coord(); + float4 underneath = canvas.sample(canvas.transform(coord)); + float progress = pardesPanelProgress(effect, frame); + + float2 safeCell = max(cellSize, float2(1.0)); + // Content transitions stay at canonical geometry. Unchanged cells bypass + // the effect completely; changed cells retain the exact old raster until + // their deterministic wave reaches them. + if (effect == 3.0 || effect == 4.0) { + if (!pardesInside(coord, target)) return underneath; + // During a live resize the grid is still anchored at the view's top, + // leaving a partial strip below its final logical row. Account for + // that strip before indexing the compact cell mask. + float2 absoluteCell = floor((coord - gridOrigin) / safeCell); + float changed = changedMask.sample(changedMask.transform( + absoluteCell + float2(0.5))).r; + if (changed < 0.5) return underneath; + + float4 oldPixel = previous.sample(previous.transform(coord)); + float4 newPixel = current.sample(current.transform(coord)); + // Exact endpoint guards are not redundant: a noise hash can be zero + // or one, and frame zero/last must still be wholly old/new. + if (progress <= 0.0) return oldPixel; + if (progress >= 1.0) return newPixel; + + // Core/TTY coordinates are relative to the target's TOP-left. Core + // Image is bottom-up, hence the reversed row term. + float2 cell = float2( + floor((coord.x - target.x) / safeCell.x), + floor((target.y + target.w - coord.y) / safeCell.y)); + float2 cellCount = max(round(target.zw / safeCell), float2(1.0)); + cell = clamp(cell, float2(0.0), cellCount - 1.0); + float noise = pardesCellNoise(serialParts, cell.x, cell.y); + if (effect == 3.0) + return noise < progress ? newPixel : oldPixel; + + float diagonal = fmod(cell.x + cell.y * 2.0, 17.0) / 17.0; + float threshold = noise * 0.72 + diagonal * 0.28; + if (progress >= threshold) return newPixel; + if (progress + 0.22 < threshold) return oldPixel; + + float2 cellUV = fract(float2( + (coord.x - target.x) / safeCell.x, + (target.y + target.w - coord.y) / safeCell.y)); + int glyph = min(int(floor(noise * 7.0)), 6); + float ink = pardesAsciiGlyph(cellUV, glyph); + float2 cellOrigin = float2( + target.x + cell.x * safeCell.x, + target.y + target.w - (cell.y + 1.0) * safeCell.y); + float4 bgSample = current.sample(current.transform( + cellOrigin + safeCell * float2(0.12, 0.12))); + float4 bg = coreimage::unpremultiply(bgSample); + float4 fg = coreimage::unpremultiply(newPixel); + // A procedural mark usually crosses pixels where the target glyph has + // no ink, so sampling `newPixel` alone can make it background-on- + // background and erase the ASCII phase. Preserve target ink where it + // is present; otherwise derive restrained contrast from the cell's + // own background instead of imposing a fixed palette. + float3 contrastInk = dot(bg.rgb, float3(0.2126, 0.7152, 0.0722)) > 0.5 + ? float3(0.0) : float3(1.0); + float sourceContrast = smoothstep(0.025, 0.14, length(fg.rgb - bg.rgb)); + float3 inkColor = mix(contrastInk, fg.rgb, sourceContrast); + float3 dimInk = mix(bg.rgb, inkColor, 0.62); + return coreimage::premultiply(float4( + mix(bg.rgb, dimInk, ink), max(bg.a, newPixel.a))); + } + + float4 shown = mix(from, to, progress); + shown.zw = max(shown.zw, float2(0.0)); + if (!pardesInside(coord, shown) || shown.z <= 0.0 || shown.w <= 0.0) + return underneath; + // Vertical lifecycle motion is deliberately confined to the pane's own + // old/new box. It never travels across or clips a surviving neighbour. + if (effect == 5.0 && !pardesInside(coord, target)) return underneath; + + float2 within = (coord - shown.xy) / shown.zw; + float2 sourceCoord = target.xy + within * target.zw; + if (!pardesInside(sourceCoord, target)) return underneath; + return phase == 2.0 + ? previous.sample(previous.transform(sourceCoord)) + : current.sample(current.transform(sourceCoord)); +} + +extern "C" float4 pardesScene( + coreimage::sampler source, + float timeSeconds, + float frame, + float crtOn, + float rippleOn, + float glitchOn, + float2 sceneSize, + float2 sceneOrigin, + coreimage::destination destination +) { + const float barrel = 0.016; + const float edgeSoftnessPx = 3.5; + const float chromaPx = 0.28; + const float bloomRadiusPx = 1.75; + const float bloomThreshold = 0.60; + const float bloomSoftness = 0.25; + const float bloomStrength = 0.045; + const float scanPeriodPx = 3.0; + const float scanStrength = 0.055; + const float maskPeriodPx = 3.0; + const float maskStrength = 0.015; + const float vignetteStrength = 0.11; + const float humStrength = 0.0025; + const float noiseStrength = 0.0020; + const float exposure = 1.012; + + float2 size = sceneSize; + float2 origin = sceneOrigin; + float2 pixel = destination.coord() - origin; + float2 texel = 1.0 / size; + float2 cc = pixel / size * 2.0 - 1.0; + float r2 = dot(cc, cc); + float2 uv = cc * (1.0 + barrel * r2 * crtOn) * 0.5 + 0.5; + float edge = min(min(uv.x, uv.y), min(1.0 - uv.x, 1.0 - uv.y)); + // Match GLSL's opaque black outside the tube. Transparent black would + // reveal AppKit's backdrop and make the same CRT effect have no tube on a + // transparent theme. + if (crtOn > 0.5 && edge <= 0.0) return float4(0.0, 0.0, 0.0, 1.0); + + float4 center = pardesSceneSrgb( + source, origin, size, uv, timeSeconds, rippleOn, glitchOn); + float3 scene = center.rgb; + + // Ripple/glitch alone are coordinate effects. Returning the sampled sRGB + // values directly keeps exact theme colors exact. + if (crtOn <= 0.5) { + return coreimage::premultiply(float4(clamp(scene, 0.0, 1.0), center.a)); + } + + float3 centerLinear = coreimage::srgb_to_linear(scene); + float2 radialChroma = cc * (chromaPx * r2) * texel; + float3 redSample = pardesSceneLinear( + source, origin, size, uv + radialChroma, + timeSeconds, rippleOn, glitchOn); + float3 blueSample = pardesSceneLinear( + source, origin, size, uv - radialChroma, + timeSeconds, rippleOn, glitchOn); + float3 col = float3( + redSample.r, + centerLinear.g, + blueSample.b + ); + + float2 bloom = texel * bloomRadiusPx; + float3 bloomSum = float3(0.0); + float2 bloomOffsets[4] = { + float2(bloom.x, 0.0), float2(-bloom.x, 0.0), + float2(0.0, bloom.y), float2(0.0, -bloom.y) + }; + for (uint i = 0; i < 4; i++) { + // Deliberately raw, like GLSL brightPass: bloom belongs to the source + // image and does not recursively warp through the scene effects. + float4 sampleValue = pardesSceneSample( + source, origin, size, uv + bloomOffsets[i]); + float3 linearValue = coreimage::srgb_to_linear(sampleValue.rgb); + float peak = max(linearValue.r, max(linearValue.g, linearValue.b)); + bloomSum += linearValue * smoothstep(bloomThreshold, bloomThreshold + bloomSoftness, peak); + } + col += bloomSum * (0.25 * bloomStrength); + + float scanWave = 0.5 + 0.5 * cos(pixel.y * PARDES_TAU / scanPeriodPx); + col *= 1.0 - scanStrength * scanWave * scanWave; + float3 mask = 1.0 + maskStrength * cos( + pixel.x * PARDES_TAU / maskPeriodPx + + float3(0.0, PARDES_TAU / 3.0, 2.0 * PARDES_TAU / 3.0)); + col *= mask; + + float2 edgePx = min(uv, 1.0 - uv) * size; + float tube = smoothstep(0.0, edgeSoftnessPx, min(edgePx.x, edgePx.y)); + 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 - timeSeconds * 0.11) * PARDES_TAU); + col *= tube * vignette * hum * exposure; + + float luma = dot(col, float3(0.2126, 0.7152, 0.0722)); + float2 noiseSeed = pixel + float2(frame * 17.0, frame * 59.0); + col += (pardesNoise(noiseSeed) - 0.5) * noiseStrength * + (0.15 + 0.85 * clamp(luma, 0.0, 1.0)); + return coreimage::premultiply(float4( + coreimage::linear_to_srgb(clamp(col, 0.0, 1.0)), center.a)); +} |
