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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/ripple.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.
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+// Ripple: the page as a still pool a slow swell crosses. Rings travel out
+// from the middle of the window at a fixed speed in pixels, so they look
+// the same at any size and frame rate; the displacement is at most a couple
+// of pixels, so text stays readable, and it eases in over its first half
+// second instead of snapping on. Each ring catches the light a little on its
+// rising side, in linear light, and the result is dithered so the shading
+// never bands. It is a Shadertoy file: pardes puts its prefix before it.
+
+const float TAU = 6.28318530718;
+const float WAVELENGTH_PX = 150.0;
+const float SPEED_PX = 55.0; // outward, per second
+const float AMPLITUDE_PX = 2.2;
+const float SHADE = 0.035; // light on a slope, linear
+const float EASE_IN = 0.5; // seconds
+
+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 size = iResolution.xy;
+ vec2 center = 0.5 * size;
+ vec2 offset = fragCoord - center;
+ float radius = length(offset);
+ float reach = 0.5 * length(size);
+ // Strongest a third of the way out, fading to nothing at the middle
+ // and at the edges, so the window's frame never wobbles.
+ float envelope = smoothstep(0.0, 0.18, radius / reach) * (1.0 - smoothstep(0.35, 0.95, radius / reach));
+ float ease = smoothstep(0.0, EASE_IN, iTime);
+ float phase = (radius - iTime * SPEED_PX) * TAU / WAVELENGTH_PX;
+ float height = sin(phase);
+ float slope = cos(phase);
+ vec2 dir = offset / max(radius, 1e-3);
+ vec2 moved = fragCoord + dir * height * AMPLITUDE_PX * envelope * ease;
+
+ vec4 s = texture(iChannel0, moved / size);
+ vec3 col = toLinear(s.rgb) * (1.0 + SHADE * slope * envelope * ease);
+ vec3 srgb = toSrgb(col) + (ign(fragCoord + float(iFrame % 64) * 5.588238) - 0.5) / 255.0;
+ fragColor = vec4(clamp(srgb, 0.0, 1.0), s.a);
+}