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authorGabriel Schneider <[email protected]>2026-08-16 15:49:12 -0300
committerGabriel Schneider <[email protected]>2026-08-18 23:44:42 -0300
commit1551e409c31992437cb2fa864f576d45c8433801 (patch)
treee2fae8451f87b735a1360c7c2e383fdc40165789 /shaders/crt.frag.glsl
parentbe2a9957708cbf0c478ca861c4a1f0f227bbfe10 (diff)
downloadpardes-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.frag.glsl')
-rw-r--r--shaders/crt.frag.glsl173
1 files changed, 148 insertions, 25 deletions
diff --git a/shaders/crt.frag.glsl b/shaders/crt.frag.glsl
index 1c9b15a8..e43d5b86 100644
--- a/shaders/crt.frag.glsl
+++ b/shaders/crt.frag.glsl
@@ -1,39 +1,162 @@
#version 450
-// The Crt builtin's post-process, one pass, fully static (no animation, no
-// glitches). Screen point cc shows the scene at uv' = cc*(1 + BARREL*r2),
-// and src/crt.zig maps mouse input through that same transform — keep them
-// equal or clicks drift near the edges.
+// The Crt builtin's post-process. Screen point cc shows the scene at
+// uv' = cc*(1 + BARREL*r2), and src/gui/crt.zig maps mouse input through that
+// same transform — keep them equal or clicks drift near the edges.
layout(set = 2, binding = 0) uniform sampler2D u_scene;
+layout(std140, set = 3, binding = 0) uniform CrtUniforms {
+ float time_seconds;
+ float frame;
+ vec2 viewport;
+ // x = CRT, y = ripple, z = glitch. One scene pass can combine them.
+ vec4 effects;
+} u_crt;
layout(location = 0) out vec4 o_col;
-const float BARREL = 0.012; // barrel curvature; MUST match src/crt.zig barrel
-const float VIGNETTE = 0.07; // corner darkening: *= 1 - VIGNETTE*r2^2
-const vec2 PHOSPHOR = vec2(2.0, 2.0); // uv quantize cell in scene px (~1/7 of a glyph cell)
-const float SCAN = 0.15; // scanline depth, one raised-cosine band per PHOSPHOR.y rows
-const float CHROMA = 0.001; // R/B radial sample offset, grows toward the edges
-const float BLOOM = 0.4; // bright-pass neighbor glow added back
-const float BLOOM_MIN = 0.5; // channel level where the bright pass starts
-const float LIFT = 1.08; // output brightness lift (offsets scan+vignette losses)
+const float TAU = 6.28318530718;
+const float BARREL = 0.016; // MUST match src/gui/crt.zig barrel
+const float EDGE_SOFTNESS_PX = 3.5;
+const float CHROMA_PX = 0.28; // radial R/B separation in physical pixels at r2=1
+const float BLOOM_RADIUS_PX = 1.75;
+const float BLOOM_THRESHOLD = 0.60; // linear-light channel peak
+const float BLOOM_SOFTNESS = 0.25;
+const float BLOOM_STRENGTH = 0.045;
+const float SCAN_PERIOD_PX = 3.0;
+const float SCAN_STRENGTH = 0.055;
+const float MASK_PERIOD_PX = 3.0;
+const float MASK_STRENGTH = 0.015;
+const float VIGNETTE_STRENGTH = 0.11; // 11% only at the extreme corners
+const float HUM_STRENGTH = 0.0025;
+const float NOISE_STRENGTH = 0.0020;
+const float EXPOSURE = 1.012;
+
+vec3 srgbToLinear(vec3 c) {
+ vec3 low = c / 12.92;
+ vec3 high = pow((c + 0.055) / 1.055, vec3(2.4));
+ return mix(high, low, lessThanEqual(c, vec3(0.04045)));
+}
+
+vec3 linearToSrgb(vec3 c) {
+ c = max(c, vec3(0.0));
+ vec3 low = c * 12.92;
+ vec3 high = 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055;
+ return mix(high, low, lessThanEqual(c, vec3(0.0031308)));
+}
+
+vec3 sceneLinear(vec2 uv) {
+ return srgbToLinear(texture(u_scene, uv).rgb);
+}
+
+vec3 brightPass(vec2 uv) {
+ vec3 c = sceneLinear(uv);
+ float peak = max(c.r, max(c.g, c.b));
+ return c * smoothstep(BLOOM_THRESHOLD, BLOOM_THRESHOLD + BLOOM_SOFTNESS, peak);
+}
+
+float noiseAt(vec2 p) {
+ vec3 q = fract(vec3(p.xyx) * 0.1031);
+ q += dot(q, q.yzx + 33.33);
+ return fract((q.x + q.y) * q.z);
+}
+
+// The non-CRT scene effects deliberately distort the source coordinates,
+// rather than remapping the final colors. Themes retain their palette and the
+// effects remain composable with the linear-light CRT treatment below.
+vec2 sceneUv(vec2 uv) {
+ if (u_crt.effects.y > 0.5) {
+ vec2 centered = uv - 0.5;
+ float radius = length(centered);
+ float envelope = 1.0 - smoothstep(0.04, 0.72, radius);
+ float wave = sin(radius * 42.0 - u_crt.time_seconds * 5.2);
+ uv += centered / max(radius, 0.00001) * wave * envelope * 0.0032;
+ }
+ if (u_crt.effects.z > 0.5) {
+ float band = floor(uv.y * 96.0);
+ float seed = noiseAt(vec2(band, floor(u_crt.time_seconds * 13.0)));
+ float tear = smoothstep(0.955, 1.0, seed);
+ uv.x += (noiseAt(vec2(seed, band)) - 0.5) * tear * 0.020;
+ }
+ return uv;
+}
+
+vec3 sceneSrgb(vec2 uv) {
+ vec2 warped = sceneUv(uv);
+ vec3 center = texture(u_scene, warped).rgb;
+ if (u_crt.effects.z <= 0.5) return center;
+
+ float band = floor(warped.y * 96.0);
+ float seed = noiseAt(vec2(band, floor(u_crt.time_seconds * 13.0)));
+ float tear = smoothstep(0.955, 1.0, seed);
+ vec2 chroma = vec2((0.35 + 1.25 * tear) / u_crt.viewport.x, 0.0);
+ return vec3(
+ texture(u_scene, warped + chroma).r,
+ center.g,
+ texture(u_scene, warped - chroma).b
+ );
+}
+
+vec3 effectSceneLinear(vec2 uv) {
+ return srgbToLinear(sceneSrgb(uv));
+}
void main() {
- vec2 size = vec2(textureSize(u_scene, 0));
+ vec2 size = u_crt.viewport;
+ vec2 texel = 1.0 / size;
vec2 cc = gl_FragCoord.xy / size * 2.0 - 1.0;
float r2 = dot(cc, cc);
- vec2 uv = cc * (1.0 + BARREL * r2) * 0.5 + 0.5;
+ vec2 uv = cc * (1.0 + BARREL * r2 * u_crt.effects.x) * 0.5 + 0.5;
+
+ // Ripple and glitch are useful without the CRT. They only move samples;
+ // skip every tube-specific light/mask/exposure adjustment.
+ if (u_crt.effects.x <= 0.5) {
+ // The scene texture is already sRGB. Avoid a needless transfer-curve
+ // round trip so a coordinate-only effect preserves theme bytes.
+ o_col = vec4(clamp(sceneSrgb(uv), 0.0, 1.0), 1.0);
+ return;
+ }
+
vec3 col = vec3(0.0);
- if (all(greaterThanEqual(uv, vec2(0.0))) && all(lessThanEqual(uv, vec2(1.0)))) {
- vec2 q = (floor(uv * size / PHOSPHOR) + 0.5) * PHOSPHOR / size;
- vec2 ca = cc * (CHROMA * r2);
- col = vec3(texture(u_scene, q + ca).r, texture(u_scene, q).g, texture(u_scene, q - ca).b);
- vec2 px = PHOSPHOR / size;
- vec3 nb = texture(u_scene, q + vec2(px.x, 0.0)).rgb + texture(u_scene, q - vec2(px.x, 0.0)).rgb +
- texture(u_scene, q + vec2(0.0, px.y)).rgb + texture(u_scene, q - vec2(0.0, px.y)).rgb;
- col += max(nb * 0.25 - BLOOM_MIN, 0.0) * BLOOM;
+ float edge = min(min(uv.x, uv.y), min(1.0 - uv.x, 1.0 - uv.y));
+ if (edge > 0.0) {
+ vec3 center = effectSceneLinear(uv);
+ vec2 chroma = cc * (CHROMA_PX * r2) * texel;
+ // Each radial sample follows the same ripple/glitch path from its own
+ // pre-warp coordinate. This is also how the Metal kernel composes the
+ // effects; sampling a once-warped center here made combined effects
+ // diverge between the two GUI backends.
+ col = vec3(
+ effectSceneLinear(uv + chroma).r,
+ center.g,
+ effectSceneLinear(uv - chroma).b
+ );
+
+ vec2 bloom_px = texel * BLOOM_RADIUS_PX;
+ vec3 bloom = brightPass(uv + vec2(bloom_px.x, 0.0)) +
+ brightPass(uv - vec2(bloom_px.x, 0.0)) +
+ brightPass(uv + vec2(0.0, bloom_px.y)) +
+ brightPass(uv - vec2(0.0, bloom_px.y));
+ col += bloom * (0.25 * BLOOM_STRENGTH);
+
+ // The mask has unit mean and the scan loss stays small; neither needs
+ // the old global lift that remapped every theme toward white.
+ float scan_wave = 0.5 + 0.5 * cos(gl_FragCoord.y * TAU / SCAN_PERIOD_PX);
+ col *= 1.0 - SCAN_STRENGTH * scan_wave * scan_wave;
+ vec3 mask = 1.0 + MASK_STRENGTH * cos(
+ gl_FragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)
+ );
+ col *= mask;
+
+ vec2 edge_px = min(uv, 1.0 - uv) * size;
+ float tube = smoothstep(0.0, EDGE_SOFTNESS_PX, min(edge_px.x, edge_px.y));
+ 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 - u_crt.time_seconds * 0.11) * TAU);
+ col *= tube * vignette * hum * EXPOSURE;
+
+ float luma = dot(col, vec3(0.2126, 0.7152, 0.0722));
+ vec2 noise_seed = gl_FragCoord.xy + vec2(u_crt.frame * 17.0, u_crt.frame * 59.0);
+ col += (noiseAt(noise_seed) - 0.5) * NOISE_STRENGTH * (0.15 + 0.85 * clamp(luma, 0.0, 1.0));
}
- col *= 1.0 - VIGNETTE * r2 * r2;
- col *= 1.0 - SCAN * (0.5 + 0.5 * cos(gl_FragCoord.y * 6.2831853 / PHOSPHOR.y));
- o_col = vec4(col * LIFT, 1.0);
+ o_col = vec4(linearToSrgb(clamp(col, 0.0, 1.0)), 1.0);
}