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authorGabriel Schneider <[email protected]>2026-09-28 15:57:22 -0300
committerGabriel Schneider <[email protected]>2026-10-01 00:12:15 -0300
commitc6a5aaf5c4a020eaefe24943ecb6cf9d4eb26836 (patch)
treedab75cd767a3079e71277cef786f95763bcad638 /shaders/post/crt.glsl
parent7f179dc4d02cb726194dd73ea316230683f26494 (diff)
downloadpardes-c6a5aaf5c4a020eaefe24943ecb6cf9d4eb26836.tar.gz
pardes-c6a5aaf5c4a020eaefe24943ecb6cf9d4eb26836.zip
Post chain: Shadertoy passes compiled by glslc; Crt, Ripple and Glitch rewritten as Shadertoy files
Stage 9 of docs/render-pipeline.md. src/gui/Post.zig runs the chain over the finished frame: each pass reads the one before, ping-pong textures between, the last writes the window; an empty chain is the direct path. The prefix (shaders/post/prefix.glsl) is ghostty's uniform block, name for name and offset for offset (tested against a copy of its Uniforms, the selection colours by their GLSL names), at SDL GPU's bindings, y down. A user's file (Shader <path>) is compiled by glslc with compileGlsl's own flags on a thread of its own, taken in at the next loop step; errors name the file's own lines; a failed compile keeps the last good pipeline; glslc missing is said once. The bundled passes compile with the build, through the same prefix. Crt, Ripple and Glitch are Shadertoy files, rewritten: no barrel (input is identity, tested), everything in linear light and dithered, keyed to iTime. scene_effects, crt.zig and crt.frag.glsl are gone; the core keeps no clock for the chain. ShaderAnimation off|on|always drives redraw level A: the chain alone over the retained frame (34 us CPU a redraw, measured). Shared files touched: pardes.zig (nextWake loses the scene line, disableSceneEffects empties the chain, two tests), builtins.zig (one switch arm), ninep/ctl.zig (two switch arms), macos.zig (flags from the chain), gui.zig. Not touched: Messages.zig, mouse.zig, detached/*, host_io, tty.
Diffstat (limited to 'shaders/post/crt.glsl')
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diff --git a/shaders/post/crt.glsl b/shaders/post/crt.glsl
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+// Crt: a slot-mask tube's light, with nothing that moves a pixel. There is
+// no barrel: every click lands where it is drawn, rails and grips at the
+// window's edges included. What is left is light: a beam profile for the
+// scanlines, an aperture mask, a soft bloom of the brightest ink, a faint
+// vignette and the hum of a live tube. Everything is worked out in linear
+// light and dithered back into 8 bits, so the vignette never bands. It is a
+// 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
+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;
+
+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)));
+}
+
+vec3 scene(vec2 uv) {
+ return toLinear(texture(iChannel0, uv).rgb);
+}
+
+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);
+}
+
+// Interleaved gradient noise: a dither with no visible pattern.
+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 size = iResolution.xy;
+ vec2 texel = 1.0 / size;
+ vec2 uv = fragCoord / size;
+ vec2 cc = uv * 2.0 - 1.0;
+ float r2 = dot(cc, cc);
+
+ // 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;
+ vec3 col = vec3(scene(uv + chroma).r, scene(uv).g, scene(uv - chroma).b);
+
+ vec2 b = texel * BLOOM_RADIUS_PX;
+ 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);
+
+ // 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));
+
+ 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;
+
+ vec3 srgb = toSrgb(col);
+ srgb += (ign(fragCoord + float(iFrame % 64) * vec2(5.588238, 5.588238)) - 0.5) / 255.0;
+ fragColor = vec4(clamp(srgb, 0.0, 1.0), texture(iChannel0, uv).a);
+}