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authorGabriel Schneider <[email protected]>2026-09-29 05:44:11 -0300
committerGabriel Schneider <[email protected]>2026-10-01 00:12:16 -0300
commit4452a8f467765cbfa0dd0444a9bf416ac8bd0bf5 (patch)
tree0806bb947d2a0d17dcb784d9fc017d66859186db /shaders/post/bloom.glsl
parentfde030a699b3d6667d1fa21ae192b5011e3f373f (diff)
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G4: bloom, vignette and grain in the post chain
Three bundled Shadertoy passes beside Crt, each `Bloom|Vignette|Grain 0..3` (off by default, nothing drawn while off), in shaders/post/: - Bloom: what is brighter than the page (a channel's linear peak over 0.75/0.7/0.6 and over the page's own + 0.15, so a light page does not bloom) glows, 2/3.5/5% (§8.2's budget). The glow is a dual Kawase blur in RGBA16F textures at half size and down, 3/4/5 steps by level (shaders/bloom-down, bloom-up; Post.bloomChain), composited in linear light and dithered. - Vignette: round, from halfway to a corner, 10/18/28% at the far corners, in linear light, dithered. - Grain: a still, triangular-spread grain of 1.5/3/5 of 255 on page-coloured pixels only, a logical pixel big; still, so it asks for no frames. Focus rule: the shell passes every bundled pass the rectangles of the tags with their grips, the column and workspace tags, the notices and the cursor (pardesSpare, at most 32, neighbours on one row merged), and a bundled pass leaves them as they are; and a per-theme ceiling (pardesCap, Post.capsOf) keeps the page's text and the selection's text at min(their contrast, 4.5) under each pass at its strongest. User files get no ceiling and no spared rectangles. Fix found on the way: SDL GPU binds at most 4 KiB of a uniform block, so every Shadertoy colour after iPalette (iBackgroundColor, iForegroundColor, the cursor and selection colours, iPalette[>=4]) read zero. The prefix's block is cut in three (Globals, Palette, Colors) with ghostty's names and order, each pushed as a slice of the one struct; pardes's own block moves to binding 3. Tests: the caps hold over every native theme; each uniform slice fits 4 KiB; the prefix's members in ghostty's order across its blocks. Gates: tty/gui unit-test and core-test pass; snap fails only nested-optout; GUI goldens 01-08 byte-identical (09-18 wait on wkzlsqvy, as in somtrmsz); web builds. Feel review material: .scratch/render/{bloom,vignette,grain}/ (levels on forge, dusk, acme, crops, a levels mp4).
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+// Bloom: the brightest ink glows, a little. The glow itself is made by the
+// shell at half resolution and below (bloom-down, bloom-up: a dual Kawase
+// filter over a bright pass, in linear light) and arrives here in
+// pardesBloom; this pass adds it to the frame. Only true highlights pass
+// the threshold, and the strength stays in §8.2's budget (at most 5%) and
+// under pardesCap, so no text or selection loses contrast below its own or
+// 4.5. Tags, grips, notices and the cursor are left alone (pardesSpare).
+// It is a Shadertoy file: pardes puts its prefix before it.
+
+layout(set = 2, binding = 1) uniform sampler2D pardesBloom;
+
+float strength() { return min(pardesByLevel(0.02, 0.035, 0.05), pardesCap); }
+
+vec3 toLinear(vec3 c) {
+ return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045)));
+}
+
+vec3 toSrgb(vec3 c) {
+ c = max(c, vec3(0.0));
+ return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308)));
+}
+
+float ign(vec2 p) {
+ return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715))));
+}
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord) {
+ vec2 uv = fragCoord / iResolution.xy;
+ vec4 frame = texture(iChannel0, uv);
+ if (pardesSpared(fragCoord)) {
+ fragColor = frame;
+ return;
+ }
+ vec3 glow = texture(pardesBloom, uv).rgb;
+ vec3 col = toLinear(frame.rgb) + glow * strength();
+ vec3 srgb = toSrgb(col);
+ // Dithered: a glow's long falloff never bands.
+ srgb += (ign(fragCoord) - 0.5) / 255.0 * step(1e-4, dot(glow, vec3(1.0)));
+ fragColor = vec4(clamp(srgb, 0.0, 1.0), frame.a);
+}