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| author | Gabriel Schneider <[email protected]> | 2026-09-29 22:05:58 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-10-01 00:12:17 -0300 |
| commit | 813a0b2bf3c110f2287d7136f0dfc540c0978cd6 (patch) | |
| tree | 8250da85fde87d8cc4ccbbceaa304b1bed82be4e /shaders/prebuilt/image.frag.glsl | |
| parent | 714da820136ac89d6a79ed0141e7325829ab8204 (diff) | |
| download | pardes-813a0b2bf3c110f2287d7136f0dfc540c0978cd6.tar.gz pardes-813a0b2bf3c110f2287d7136f0dfc540c0978cd6.zip | |
The GUI embeds its shaders' GLSL from shaders/ always: the 14 prebuilt copies, identical to their sources, go, and so does the label saying which was used
shaders/prebuilt/*.glsl were byte-identical to shaders/X.glsl or to prefix.glsl + post/X.glsl (checked with cmp, all 14), kept only so a -Dprebuilt-shaders build could name them; EffectCode and Config then labelled the GUI's shader source as live or prebuilt. The GUI embeds shaderSource (a concatenation, no glslc) either way now; the prebuilt SPIR-V stays, and zig build shaders refreshes only it. Config's report and EffectCode lose their GUI shader source line.
Co-Authored-By: Claude Opus 5.5 <[email protected]>
Diffstat (limited to 'shaders/prebuilt/image.frag.glsl')
| -rw-r--r-- | shaders/prebuilt/image.frag.glsl | 45 |
1 files changed, 0 insertions, 45 deletions
diff --git a/shaders/prebuilt/image.frag.glsl b/shaders/prebuilt/image.frag.glsl deleted file mode 100644 index 0cc1b2ee..00000000 --- a/shaders/prebuilt/image.frag.glsl +++ /dev/null @@ -1,45 +0,0 @@ -#version 450 - -layout(set = 2, binding = 0) uniform sampler2D u_image; -layout(std140, set = 3, binding = 0) uniform UiUniforms { - float background_opacity; -} u_ui; - -layout(location = 0) in vec2 v_uv; -layout(location = 1) in vec2 v_panel_uv; -layout(location = 2) flat in uvec4 v_effect; -layout(location = 0) out vec4 o_col; - -float cellNoise(uint serial, uint col, uint row) { - uint x = serial ^ (col * 0x9e3779b9u) ^ (row * 0x85ebca6bu); - x ^= x >> 16; - x *= 0x7feb352du; - x ^= x >> 15; - x *= 0x846ca68bu; - x ^= x >> 16; - return float(x & 0xffffu) / 65535.0; -} - -void main() { - vec4 source = texture(u_image, v_uv); - // Keep source coverage for destination subtraction; the pipeline scales - // source alpha by the same opacity through its alpha blend constant. - source.rgb *= clamp(u_ui.background_opacity, 0.0, 1.0); - uint effect = v_effect.x & 0x7fffffffu; - bool oldLayer = (v_effect.x & 0x80000000u) != 0u; - float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0); - uvec2 dimensions = max( - uvec2(v_effect.w & 0xffffu, v_effect.w >> 16), - uvec2(1u)); - uvec2 cellCoord = min( - uvec2(floor(max(v_panel_uv, vec2(0.0)) * vec2(dimensions))), - dimensions - 1u); - float noise = cellNoise(v_effect.z, cellCoord.x, cellCoord.y); - if (effect == 3u) { - bool reveal = progress >= 1.0 || (progress > 0.0 && noise < progress); - if (oldLayer == reveal) discard; - o_col = source; - return; - } - o_col = source; -} |
