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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/prefix.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/prefix.glsl')
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diff --git a/shaders/post/prefix.glsl b/shaders/post/prefix.glsl
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+#version 450
+// pardes's Shadertoy prefix (docs/render-pipeline.md ยง6), put before every
+// post pass: a bundled one in shaders/post/ at build time, a user's file at
+// run time. The uniform names, types and std140 order are ghostty 1.3.2's
+// (src/renderer/shaders/shadertoy_prefix.glsl), so a shader written for
+// ghostty runs here; only the bindings are SDL GPU's (a fragment shader's
+// textures in set 2, its uniform blocks in set 3). Y is down everywhere, as
+// on ghostty's Metal renderer: fragCoord, iChannel0's uv and the cursor
+// rectangles share one top-left space, and iCurrentCursor is (left x,
+// BOTTOM-edge y, width, height) in framebuffer pixels.
+
+layout(set = 3, binding = 0, std140) uniform Globals {
+ uniform vec3 iResolution;
+ uniform float iTime;
+ uniform float iTimeDelta;
+ uniform float iFrameRate;
+ uniform int iFrame;
+ uniform float iChannelTime[4];
+ uniform vec3 iChannelResolution[4];
+ uniform vec4 iMouse;
+ uniform vec4 iDate;
+ uniform float iSampleRate;
+ uniform vec4 iCurrentCursor;
+ uniform vec4 iPreviousCursor;
+ uniform vec4 iCurrentCursorColor;
+ uniform vec4 iPreviousCursorColor;
+ uniform int iCurrentCursorStyle;
+ uniform int iPreviousCursorStyle;
+ uniform int iCursorVisible;
+ uniform float iTimeCursorChange;
+ uniform float iTimeFocus;
+ uniform int iFocus;
+ uniform vec3 iPalette[256];
+ uniform vec3 iBackgroundColor;
+ uniform vec3 iForegroundColor;
+ uniform vec3 iCursorColor;
+ uniform vec3 iCursorText;
+ uniform vec3 iSelectionForegroundColor;
+ uniform vec3 iSelectionBackgroundColor;
+};
+
+// pardes's own: 1 when the window is opaque, so a pass cannot punch holes
+// in it through its alpha.
+layout(set = 3, binding = 1, std140) uniform PardesPost {
+ float pardesOpaque;
+};
+
+#define CURSORSTYLE_BLOCK 0
+#define CURSORSTYLE_BLOCK_HOLLOW 1
+#define CURSORSTYLE_BAR 2
+#define CURSORSTYLE_UNDERLINE 3
+#define CURSORSTYLE_LOCK 4
+
+layout(set = 2, binding = 0) uniform sampler2D iChannel0;
+
+layout(location = 0) out vec4 _fragColor;
+
+#define texture2D texture
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord);
+void main() {
+ mainImage(_fragColor, gl_FragCoord.xy);
+ if (pardesOpaque > 0.5) _fragColor.a = 1.0;
+}
+
+// The shader's own lines count from 1, so glslc's errors name them.
+#line 1