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| author | Gabriel Schneider <[email protected]> | 2026-09-29 07:41:35 -0300 |
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| committer | Gabriel Schneider <[email protected]> | 2026-10-01 00:12:16 -0300 |
| commit | 411d0b6059192b75853e220e1242b694ae461a3e (patch) | |
| tree | 50f8bb207f3cdda497bdd84658a2d3ea74b4bc2b /shaders/prebuilt/post-grain.frag.glsl | |
| parent | da920ca49e3f5d1649e811bbdc3ddba482c6aae4 (diff) | |
| parent | 5526c68beec454cfe607a579723b97b4848e7d3a (diff) | |
| download | pardes-411d0b6059192b75853e220e1242b694ae461a3e.tar.gz pardes-411d0b6059192b75853e220e1242b694ae461a3e.zip | |
Merge: 9P rounds 9-17 + render DPI, dark tints, G4-G10
Diffstat (limited to 'shaders/prebuilt/post-grain.frag.glsl')
| -rw-r--r-- | shaders/prebuilt/post-grain.frag.glsl | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/shaders/prebuilt/post-grain.frag.glsl b/shaders/prebuilt/post-grain.frag.glsl new file mode 100644 index 00000000..a4a02e99 --- /dev/null +++ b/shaders/prebuilt/post-grain.frag.glsl @@ -0,0 +1,133 @@ +#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 +// Grain: the page's own ground takes a fine, still grain, like paper. Only +// pixels of the page's colour (iBackgroundColor) are grained: no glyph, no +// selection, no tag or rule, and nothing in pardesSpare. The grain averages +// to the page, is a logical pixel big (pardesScale), and never moves, so it +// costs no frames. At most 1.5, 3 and 5 of 255 at levels 1 to 3, and never +// more than pardesCap, which keeps the text on it at its own contrast or 4.5. +// It is a Shadertoy file: pardes puts its prefix before it. + +float amplitude() { return min(pardesByLevel(1.5, 3.0, 5.0) / 255.0, pardesCap); } + +// An integer hash of the grain cell: white, with no pattern to see. +float hash(uvec2 p) { + uint h = p.x * 1664525u + p.y * 1013904223u; + h ^= h >> 16; + h *= 2246822519u; + h ^= h >> 13; + h *= 3266489917u; + h ^= h >> 16; + return float(h) / 4294967295.0; +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord / iResolution.xy; + vec4 frame = texture(iChannel0, uv); + fragColor = frame; + vec3 page = iBackgroundColor.rgb; + if (any(greaterThan(abs(frame.rgb - page), vec3(0.75 / 255.0))) || pardesSpared(fragCoord)) return; + uvec2 cell = uvec2(fragCoord / max(1.0, pardesScale)); + // Two hashes summed: a triangular spread, softer than a flat one. + float n = hash(cell) + hash(cell + uvec2(7919u, 104729u)) - 1.0; + fragColor = vec4(clamp(page + n * amplitude(), 0.0, 1.0), frame.a); +} |
