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authorGabriel Schneider <[email protected]>2026-09-29 22:05:58 -0300
committerGabriel Schneider <[email protected]>2026-10-01 00:12:17 -0300
commit813a0b2bf3c110f2287d7136f0dfc540c0978cd6 (patch)
tree8250da85fde87d8cc4ccbbceaa304b1bed82be4e /shaders/prebuilt/post-crt.frag.glsl
parent714da820136ac89d6a79ed0141e7325829ab8204 (diff)
downloadpardes-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.glsl186
1 files changed, 0 insertions, 186 deletions
diff --git a/shaders/prebuilt/post-crt.frag.glsl b/shaders/prebuilt/post-crt.frag.glsl
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--- a/shaders/prebuilt/post-crt.frag.glsl
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@@ -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);
-}