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| author | Gabriel Schneider <[email protected]> | 2026-09-29 05:44:11 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-10-01 00:12:16 -0300 |
| commit | 4452a8f467765cbfa0dd0444a9bf416ac8bd0bf5 (patch) | |
| tree | 0806bb947d2a0d17dcb784d9fc017d66859186db /shaders/post/vignette.glsl | |
| parent | fde030a699b3d6667d1fa21ae192b5011e3f373f (diff) | |
| download | pardes-4452a8f467765cbfa0dd0444a9bf416ac8bd0bf5.tar.gz pardes-4452a8f467765cbfa0dd0444a9bf416ac8bd0bf5.zip | |
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% (ยง8.2'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).
Diffstat (limited to 'shaders/post/vignette.glsl')
| -rw-r--r-- | shaders/post/vignette.glsl | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/shaders/post/vignette.glsl b/shaders/post/vignette.glsl new file mode 100644 index 00000000..30dc2e0f --- /dev/null +++ b/shaders/post/vignette.glsl @@ -0,0 +1,38 @@ +// Vignette: the window's corners fall a little into shade, in linear light, +// so the eye settles on the middle. Round, whatever the window's shape; +// nothing within half the way to a corner is touched. At most 28% at the +// far corners (level 3), and never more than pardesCap, so text and its +// selection keep their own contrast or 4.5. Tags, grips, notices and the +// cursor are left alone (pardesSpare): the focus indicators never darken. +// It is a Shadertoy file: pardes puts its prefix before it. + +float strength() { return min(pardesByLevel(0.10, 0.18, 0.28), 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; + } + // 0 at the middle, 1 at a corner, on a circle's measure. + vec2 half_size = 0.5 * iResolution.xy; + float r = length(fragCoord - half_size) / length(half_size); + float shade = strength() * pow(smoothstep(0.5, 1.0, r), 1.5); + vec3 srgb = toSrgb(toLinear(frame.rgb) * (1.0 - shade)); + srgb += (ign(fragCoord) - 0.5) / 255.0 * step(1e-4, shade); + fragColor = vec4(clamp(srgb, 0.0, 1.0), frame.a); +} |
