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| author | Gabriel Schneider <[email protected]> | 2026-09-29 06:04:28 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-10-01 00:12:16 -0300 |
| commit | 09ec515c5e94de741104038cd61f18b2b997e78c (patch) | |
| tree | 4a7910c76c650df1695c4e3327538bfd8f68f493 /shaders/prebuilt/ui.frag.glsl | |
| parent | 4452a8f467765cbfa0dd0444a9bf416ac8bd0bf5 (diff) | |
| download | pardes-09ec515c5e94de741104038cd61f18b2b997e78c.tar.gz pardes-09ec515c5e94de741104038cd61f18b2b997e78c.zip | |
G5: lapis, 0x4200.cafe's manuscript, as a theme with its ornament
A native theme `lapis` (src/themes/lapis.zig) from web/theme/lapis.css:
a lapis-deep page, lapis tags with gold names, vellum text, vermilion
rubrics, gold rules and a vermilion tag rule, gold selection in lapis ink.
Its ornament is the theme's new `decor` (colors.Decor), drawn by a pixel
shell inside the chrome it already has (decision 1), all of it off every
focus indicator:
- page_dots: the site's gold dot grid (#e8c46a22, 22 px), drawn by the
cell shader on page-coloured cells alone (flag 0x10000000), so it lies
under the text and never under a selection, a tag or the cursor; fixed
to the window, a page the panes lie on.
- rail_checker: the dither frame's gold and lapis checker in the scroll
track (a decor kind, flag 0x08000000), anchored to its rail; the thumb
stays solid gold.
- tag plaques (tag_border, tag_shadow, tag_stripe): every tag a raised
plaque inside its own band, the site's trail: a 2px gold frame and a
hard 5px vermilion shadow down and right, both within the band's rows
and columns (down, what the slack under the text leaves), so no shadow
reaches a body, a grip or the next pane. The focused pane's plaque is
the code window's title bar, gold and lapis stripes of 2px, its words
on plates of the focused ground; unfocused ones are plain; column and
workspace tags take the object-label language (1px frame, 2px shadow
toward the page). Drawn as decor under the cells (a group's under
range), with blank tag cells see-through and the cells blended
premultiplied (pipeline_over) on such frames; opaque windows only.
- title_shadow: the titles' vermilion offset shadow under a file name's
letters, sampled in the cell shader inside the letters' own cells (flag
0x08000000), none on a cursor.
Chrome carries the decor (decor_*, name_ink, active_name_ink); a theme
file folds a nested decor literal field by field. Left out, with why, in
docs/effects.md: the fonts, the ornaments, a decor crossfade, and in the
tty anything but the colours (a tag row has no spare cell for a shadow).
An empty column is the page. The effect id is masked to 27 bits (ui.vert/ui.frag) for the
fifth flag.
Tests: the cell flags land only on page ground and file-name cells, never
a cursor, nothing without decor; lapis's plaques stay inside their tag's
band, clear of every grip, only the focused one striped; its checker is in
the track; no other theme draws any; the separator and focus
tests cover lapis. Goldens: theme and themesel (the ring gains lapis after
acme). Gates as G4. Feel review: .scratch/render/lapis/ (lapis.png, lapis-2x.png,
tags-focused-vs-unfocused-2x.png, a PanelSlide at 60 fps and a quarter).
Diffstat (limited to 'shaders/prebuilt/ui.frag.glsl')
| -rw-r--r-- | shaders/prebuilt/ui.frag.glsl | 32 |
1 files changed, 30 insertions, 2 deletions
diff --git a/shaders/prebuilt/ui.frag.glsl b/shaders/prebuilt/ui.frag.glsl index dca224ba..62dbbfa2 100644 --- a/shaders/prebuilt/ui.frag.glsl +++ b/shaders/prebuilt/ui.frag.glsl @@ -10,6 +10,12 @@ layout(set = 2, binding = 0) uniform sampler2D u_atlas; layout(std140, set = 3, binding = 0) uniform UiUniforms { float background_opacity; + // A theme's ornament (colors.Decor): the page's dots (rgb, strength), + // their geometry (period, solid radius, faded radius, in pixels), and a + // file name's shadow (rgb, offset in pixels). + vec4 decor_dots; + vec4 decor_dot_geom; + vec4 decor_shadow; } u_ui; layout(location = 0) in vec2 v_uv; @@ -43,7 +49,7 @@ void main() { float bgA = (v_effect.x & 0x20000000u) != 0u ? 1.0 : (v_effect.x & 0x40000000u) != 0u ? 0.0 : clamp(u_ui.background_opacity, 0.0, 1.0); - uint effect = v_effect.x & 0x0fffffffu; + uint effect = v_effect.x & 0x07ffffffu; float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0); uint cellCol = v_effect.w & 0xffffu; uint cellRow = v_effect.w >> 16; @@ -52,7 +58,29 @@ void main() { // Ink over ground, both premultiplied: v_fg*a + (v_bg*bgA)*(1-a), which is // mix() with the ground already premultiplied. At bgA = 1 that is exactly // the mix(v_bg, v_fg, a) at alpha 1 this shader always wrote. - vec4 cell = vec4(mix(v_bg * bgA, v_fg, a), mix(bgA, 1.0, a)); + vec3 ground = v_bg; + // 0x10000000: the page's ground under a pane body, dotted (lapis): a + // dot every period pixels, fixed to the window, under the text. + if ((v_effect.x & 0x10000000u) != 0u) { + float period = u_ui.decor_dot_geom.x; + vec2 d = mod(gl_FragCoord.xy, period) - 0.5 * period; + float dot_a = 1.0 - smoothstep(u_ui.decor_dot_geom.y, u_ui.decor_dot_geom.z, length(d)); + ground = mix(ground, u_ui.decor_dots.rgb, u_ui.decor_dots.a * dot_a); + } + vec4 under = vec4(ground * bgA, bgA); + // Derivatives outside any branch: a pixel's step in the atlas and in + // the cell, for the shadow's offset. + vec2 step_uv = vec2(dFdx(v_uv.x), dFdy(v_uv.y)) * u_ui.decor_shadow.a; + vec2 step_cell = vec2(dFdx(v_cell_uv.x), dFdy(v_cell_uv.y)) * u_ui.decor_shadow.a; + // 0x08000000: a file name's letters cast a shadow down and right onto + // their own cell's ground (lapis), under the ink; what would fall past + // the cell's edge is not drawn. + if ((v_effect.x & 0x08000000u) != 0u) { + vec2 from = v_cell_uv - step_cell; + float s = all(greaterThanEqual(from, vec2(0.0))) ? texture(u_atlas, v_uv - step_uv).r : 0.0; + under = mix(under, vec4(u_ui.decor_shadow.rgb, 1.0), s); + } + vec4 cell = vec4(mix(under.rgb, v_fg, a), mix(under.a, 1.0, a)); // 3 = data dissolve. Changed cells retain the frozen old cell until their // stable threshold, then atomically become the new cell. Exact endpoints |
