diff options
| author | Gabriel Schneider <[email protected]> | 2026-09-28 15:57:22 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-10-01 00:12:15 -0300 |
| commit | c6a5aaf5c4a020eaefe24943ecb6cf9d4eb26836 (patch) | |
| tree | dab75cd767a3079e71277cef786f95763bcad638 /shaders/post | |
| parent | 7f179dc4d02cb726194dd73ea316230683f26494 (diff) | |
| download | pardes-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')
| -rw-r--r-- | shaders/post/crt.glsl | 79 | ||||
| -rw-r--r-- | shaders/post/glitch.glsl | 60 | ||||
| -rw-r--r-- | shaders/post/prefix.glsl | 67 | ||||
| -rw-r--r-- | shaders/post/ripple.glsl | 49 |
4 files changed, 255 insertions, 0 deletions
diff --git a/shaders/post/crt.glsl b/shaders/post/crt.glsl new file mode 100644 index 00000000..16a5cdd9 --- /dev/null +++ b/shaders/post/crt.glsl @@ -0,0 +1,79 @@ +// 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); +} diff --git a/shaders/post/glitch.glsl b/shaders/post/glitch.glsl new file mode 100644 index 00000000..ff9ebcb8 --- /dev/null +++ b/shaders/post/glitch.glsl @@ -0,0 +1,60 @@ +// Glitch: now and then the signal slips. Every couple of seconds a short +// burst tears a few horizontal bands sideways and pulls their red and blue +// apart; the bands are sized in pixels and the burst eases in and out over +// a fraction of a second, so it reads as one event rather than a flicker, +// and it looks the same at 60 or 144 Hz because every step is keyed to +// iTime, not to frames. Between bursts the page is left exactly as it is. +// A torn band's brightness dips in linear light. It is a Shadertoy file: +// pardes puts its prefix before it. + +const float PERIOD = 2.4; // seconds between bursts, on average +const float BURST = 0.28; // seconds a burst lasts +const float STEP_HZ = 24.0; // how often a burst re-tears +const float SHIFT_PX = 14.0; +const float SPLIT_PX = 2.5; +const float DIP = 0.12; + +float hash(vec2 p) { + vec3 q = fract(vec3(p.xyx) * 0.1031); + q += dot(q, q.yzx + 33.33); + return fract((q.x + q.y) * q.z); +} + +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))); +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 size = iResolution.xy; + vec2 uv = fragCoord / size; + // Which burst window this is, when in it the burst starts, and how far + // into the burst we are: 0 outside one. + float window = floor(iTime / PERIOD); + float start = window * PERIOD + hash(vec2(window, 7.0)) * (PERIOD - BURST); + float t = (iTime - start) / BURST; + float live = step(0.0, t) * step(t, 1.0); + float envelope = live * sin(3.14159265 * clamp(t, 0.0, 1.0)); + if (envelope <= 0.0) { + fragColor = texture(iChannel0, uv); + return; + } + // Bands of 6 to 40 px, re-cut at STEP_HZ during the burst; about one + // band in four tears. + float tick = floor(iTime * STEP_HZ); + float band_px = mix(6.0, 40.0, hash(vec2(tick, 3.0))); + float band = floor(fragCoord.y / band_px); + float roll = hash(vec2(band, tick)); + float tear = smoothstep(0.72, 0.9, roll) * envelope; + float shift = (hash(vec2(tick, band + 11.0)) - 0.5) * 2.0 * SHIFT_PX * tear; + vec2 at = vec2(fragCoord.x + shift, fragCoord.y); + vec2 split = vec2(SPLIT_PX * tear, 0.0); + vec4 center = texture(iChannel0, at / size); + vec3 col = vec3(texture(iChannel0, (at + split) / size).r, center.g, texture(iChannel0, (at - split) / size).b); + col = toSrgb(toLinear(col) * (1.0 - DIP * tear)); + fragColor = vec4(col, center.a); +} diff --git a/shaders/post/prefix.glsl b/shaders/post/prefix.glsl new file mode 100644 index 00000000..efa49483 --- /dev/null +++ b/shaders/post/prefix.glsl @@ -0,0 +1,67 @@ +#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 diff --git a/shaders/post/ripple.glsl b/shaders/post/ripple.glsl new file mode 100644 index 00000000..ffecbf70 --- /dev/null +++ b/shaders/post/ripple.glsl @@ -0,0 +1,49 @@ +// 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); +} |
