diff options
| 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/post-crt.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/post-crt.frag.glsl')
| -rw-r--r-- | shaders/prebuilt/post-crt.frag.glsl | 186 |
1 files changed, 0 insertions, 186 deletions
diff --git a/shaders/prebuilt/post-crt.frag.glsl b/shaders/prebuilt/post-crt.frag.glsl deleted file mode 100644 index ca44d014..00000000 --- a/shaders/prebuilt/post-crt.frag.glsl +++ /dev/null @@ -1,186 +0,0 @@ -#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; -}; -// ghostty's one block, cut in three: SDL GPU binds at most 4 KiB of a -// uniform block (Vulkan), and the palette alone is 4 KiB. The names and -// their order are ghostty's; each block is a slice of the same memory. -layout(set = 3, binding = 1, std140) uniform Palette { - uniform vec3 iPalette[256]; -}; -layout(set = 3, binding = 2, std140) uniform Colors { - uniform vec3 iBackgroundColor; - uniform vec3 iForegroundColor; - uniform vec3 iCursorColor; - uniform vec3 iCursorText; - uniform vec3 iSelectionForegroundColor; - uniform vec3 iSelectionBackgroundColor; -}; - -// pardes's own: pardesOpaque is 1 when the window is opaque, so a pass -// cannot punch holes in it through its alpha; pardesLevel is a bundled -// pass's strength, 1 to 3 (`Crt 3`), and 0 for a user's file; pardesScale -// is the display's density (2 on a 2x screen), for a pass whose pattern is -// in logical pixels. iResolution, fragCoord and iMouse stay in the display's -// pixels, as ghostty's do. pardesCap is the most a bundled pass may do on -// this theme and still leave its text, and its selection's, at their own -// contrast or 4.5 (docs/effects.md); pardesSpare holds pardesSpareCount -// rectangles (x0, y0, x1, y1 in fragCoord's pixels) a bundled pass leaves -// alone: every tag, grip and notice, and the cursor, so no pass ever touches -// a focus indicator. -layout(set = 3, binding = 3, std140) uniform PardesPost { - float pardesOpaque; - float pardesLevel; - float pardesScale; - float pardesCap; - float pardesSpareCount; - vec4 pardesSpare[32]; -}; - -bool pardesSpared(vec2 p) { - for (int i = 0; i < int(pardesSpareCount); i++) { - vec4 r = pardesSpare[i]; - if (p.x >= r.x && p.y >= r.y && p.x < r.z && p.y < r.w) return true; - } - return false; -} - -// A bundled pass's constant at levels 1, 2 and 3. -float pardesByLevel(float one, float two, float three) { - return pardesLevel < 1.5 ? one : (pardesLevel < 2.5 ? two : three); -} - -#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 -// 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; -// Level 3 glows wider and from dimmer ink. -float bloomRadiusPx() { return pardesByLevel(1.75, 1.75, 3.0); } -float bloomThreshold() { return pardesByLevel(0.6, 0.6, 0.3); } // linear-light channel peak -const float BLOOM_SOFTNESS = 0.25; -const float SCAN_PERIOD_PX = 3.0; -const float MASK_PERIOD_PX = 3.0; -const float HUM_HZ = 0.11; - -// Each strength at levels 1, 2 and 3 (`Crt 1`..`Crt 3`): 2 is the default, -// 3 as strong as the old barrel CRT looked. -float chromaPx() { return pardesByLevel(0.2, 0.35, 2.2); } // red and blue apart, at the corners -float bloomStrength() { return pardesByLevel(0.03, 0.05, 0.3); } -float scanStrength() { return pardesByLevel(0.035, 0.07, 0.42); } -float maskStrength() { return pardesByLevel(0.01, 0.018, 0.12); } -float vignetteStrength() { return pardesByLevel(0.06, 0.12, 0.42); } // at the far corners only -float humStrength() { return pardesByLevel(0.002, 0.004, 0.012); } -float exposure() { return pardesByLevel(1.008, 1.015, 1.1); } - -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(bloomThreshold(), bloomThreshold() + 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 * (chromaPx() * r2 * 0.5) * texel; - vec3 col = vec3(scene(uv + chroma).r, scene(uv).g, scene(uv - chroma).b); - - vec2 b = texel * bloomRadiusPx(); - 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 * bloomStrength()); - - // 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. - // Periods in logical pixels: the same look at any density. - float density = max(1.0, pardesScale); - float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / (SCAN_PERIOD_PX * density)); - col *= 1.0 - scanStrength() * (line * line - 0.375) / 0.625; - col *= 1.0 + maskStrength() * cos(fragCoord.x * TAU / (MASK_PERIOD_PX * density) + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); - - float vignette = 1.0 - vignetteStrength() * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6); - float hum = 1.0 + humStrength() * 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); -} |
