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authorGabriel Schneider <[email protected]>2026-08-16 15:49:12 -0300
committerGabriel Schneider <[email protected]>2026-08-18 23:44:42 -0300
commit1551e409c31992437cb2fa864f576d45c8433801 (patch)
treee2fae8451f87b735a1360c7c2e383fdc40165789 /shaders/prebuilt
parentbe2a9957708cbf0c478ca861c4a1f0f227bbfe10 (diff)
downloadpardes-1551e409c31992437cb2fa864f576d45c8433801.tar.gz
pardes-1551e409c31992437cb2fa864f576d45c8433801.zip
big slow change: prebuilt shaders (SPIR-V/Metal), core gui reflow, docs, web + snapshot refresh
Diffstat (limited to 'shaders/prebuilt')
-rw-r--r--shaders/prebuilt/crt.frag.glsl162
-rw-r--r--shaders/prebuilt/crt.frag.spvbin4108 -> 13348 bytes
-rw-r--r--shaders/prebuilt/crt.vert.glsl9
-rw-r--r--shaders/prebuilt/image.frag.glsl99
-rw-r--r--shaders/prebuilt/image.frag.spvbin624 -> 10372 bytes
-rw-r--r--shaders/prebuilt/image.vert.glsl49
-rw-r--r--shaders/prebuilt/image.vert.spvbin3152 -> 5032 bytes
-rw-r--r--shaders/prebuilt/overlay.frag.glsl9
-rw-r--r--shaders/prebuilt/overlay.vert.glsl11
-rw-r--r--shaders/prebuilt/ui.frag.glsl110
-rw-r--r--shaders/prebuilt/ui.frag.spvbin1148 -> 9712 bytes
-rw-r--r--shaders/prebuilt/ui.vert.glsl72
-rw-r--r--shaders/prebuilt/ui.vert.spvbin3520 -> 5468 bytes
13 files changed, 521 insertions, 0 deletions
diff --git a/shaders/prebuilt/crt.frag.glsl b/shaders/prebuilt/crt.frag.glsl
new file mode 100644
index 00000000..e43d5b86
--- /dev/null
+++ b/shaders/prebuilt/crt.frag.glsl
@@ -0,0 +1,162 @@
+#version 450
+
+// The Crt builtin's post-process. Screen point cc shows the scene at
+// uv' = cc*(1 + BARREL*r2), and src/gui/crt.zig maps mouse input through that
+// same transform — keep them equal or clicks drift near the edges.
+
+layout(set = 2, binding = 0) uniform sampler2D u_scene;
+layout(std140, set = 3, binding = 0) uniform CrtUniforms {
+ float time_seconds;
+ float frame;
+ vec2 viewport;
+ // x = CRT, y = ripple, z = glitch. One scene pass can combine them.
+ vec4 effects;
+} u_crt;
+
+layout(location = 0) out vec4 o_col;
+
+const float TAU = 6.28318530718;
+const float BARREL = 0.016; // MUST match src/gui/crt.zig barrel
+const float EDGE_SOFTNESS_PX = 3.5;
+const float CHROMA_PX = 0.28; // radial R/B separation in physical pixels at r2=1
+const float BLOOM_RADIUS_PX = 1.75;
+const float BLOOM_THRESHOLD = 0.60; // linear-light channel peak
+const float BLOOM_SOFTNESS = 0.25;
+const float BLOOM_STRENGTH = 0.045;
+const float SCAN_PERIOD_PX = 3.0;
+const float SCAN_STRENGTH = 0.055;
+const float MASK_PERIOD_PX = 3.0;
+const float MASK_STRENGTH = 0.015;
+const float VIGNETTE_STRENGTH = 0.11; // 11% only at the extreme corners
+const float HUM_STRENGTH = 0.0025;
+const float NOISE_STRENGTH = 0.0020;
+const float EXPOSURE = 1.012;
+
+vec3 srgbToLinear(vec3 c) {
+ vec3 low = c / 12.92;
+ vec3 high = pow((c + 0.055) / 1.055, vec3(2.4));
+ return mix(high, low, lessThanEqual(c, vec3(0.04045)));
+}
+
+vec3 linearToSrgb(vec3 c) {
+ c = max(c, vec3(0.0));
+ vec3 low = c * 12.92;
+ vec3 high = 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055;
+ return mix(high, low, lessThanEqual(c, vec3(0.0031308)));
+}
+
+vec3 sceneLinear(vec2 uv) {
+ return srgbToLinear(texture(u_scene, uv).rgb);
+}
+
+vec3 brightPass(vec2 uv) {
+ vec3 c = sceneLinear(uv);
+ float peak = max(c.r, max(c.g, c.b));
+ return c * smoothstep(BLOOM_THRESHOLD, BLOOM_THRESHOLD + BLOOM_SOFTNESS, peak);
+}
+
+float noiseAt(vec2 p) {
+ vec3 q = fract(vec3(p.xyx) * 0.1031);
+ q += dot(q, q.yzx + 33.33);
+ return fract((q.x + q.y) * q.z);
+}
+
+// The non-CRT scene effects deliberately distort the source coordinates,
+// rather than remapping the final colors. Themes retain their palette and the
+// effects remain composable with the linear-light CRT treatment below.
+vec2 sceneUv(vec2 uv) {
+ if (u_crt.effects.y > 0.5) {
+ vec2 centered = uv - 0.5;
+ float radius = length(centered);
+ float envelope = 1.0 - smoothstep(0.04, 0.72, radius);
+ float wave = sin(radius * 42.0 - u_crt.time_seconds * 5.2);
+ uv += centered / max(radius, 0.00001) * wave * envelope * 0.0032;
+ }
+ if (u_crt.effects.z > 0.5) {
+ float band = floor(uv.y * 96.0);
+ float seed = noiseAt(vec2(band, floor(u_crt.time_seconds * 13.0)));
+ float tear = smoothstep(0.955, 1.0, seed);
+ uv.x += (noiseAt(vec2(seed, band)) - 0.5) * tear * 0.020;
+ }
+ return uv;
+}
+
+vec3 sceneSrgb(vec2 uv) {
+ vec2 warped = sceneUv(uv);
+ vec3 center = texture(u_scene, warped).rgb;
+ if (u_crt.effects.z <= 0.5) return center;
+
+ float band = floor(warped.y * 96.0);
+ float seed = noiseAt(vec2(band, floor(u_crt.time_seconds * 13.0)));
+ float tear = smoothstep(0.955, 1.0, seed);
+ vec2 chroma = vec2((0.35 + 1.25 * tear) / u_crt.viewport.x, 0.0);
+ return vec3(
+ texture(u_scene, warped + chroma).r,
+ center.g,
+ texture(u_scene, warped - chroma).b
+ );
+}
+
+vec3 effectSceneLinear(vec2 uv) {
+ return srgbToLinear(sceneSrgb(uv));
+}
+
+void main() {
+ vec2 size = u_crt.viewport;
+ vec2 texel = 1.0 / size;
+ vec2 cc = gl_FragCoord.xy / size * 2.0 - 1.0;
+ float r2 = dot(cc, cc);
+ vec2 uv = cc * (1.0 + BARREL * r2 * u_crt.effects.x) * 0.5 + 0.5;
+
+ // Ripple and glitch are useful without the CRT. They only move samples;
+ // skip every tube-specific light/mask/exposure adjustment.
+ if (u_crt.effects.x <= 0.5) {
+ // The scene texture is already sRGB. Avoid a needless transfer-curve
+ // round trip so a coordinate-only effect preserves theme bytes.
+ o_col = vec4(clamp(sceneSrgb(uv), 0.0, 1.0), 1.0);
+ return;
+ }
+
+ vec3 col = vec3(0.0);
+ float edge = min(min(uv.x, uv.y), min(1.0 - uv.x, 1.0 - uv.y));
+ if (edge > 0.0) {
+ vec3 center = effectSceneLinear(uv);
+ vec2 chroma = cc * (CHROMA_PX * r2) * texel;
+ // Each radial sample follows the same ripple/glitch path from its own
+ // pre-warp coordinate. This is also how the Metal kernel composes the
+ // effects; sampling a once-warped center here made combined effects
+ // diverge between the two GUI backends.
+ col = vec3(
+ effectSceneLinear(uv + chroma).r,
+ center.g,
+ effectSceneLinear(uv - chroma).b
+ );
+
+ vec2 bloom_px = texel * BLOOM_RADIUS_PX;
+ vec3 bloom = brightPass(uv + vec2(bloom_px.x, 0.0)) +
+ brightPass(uv - vec2(bloom_px.x, 0.0)) +
+ brightPass(uv + vec2(0.0, bloom_px.y)) +
+ brightPass(uv - vec2(0.0, bloom_px.y));
+ col += bloom * (0.25 * BLOOM_STRENGTH);
+
+ // The mask has unit mean and the scan loss stays small; neither needs
+ // the old global lift that remapped every theme toward white.
+ float scan_wave = 0.5 + 0.5 * cos(gl_FragCoord.y * TAU / SCAN_PERIOD_PX);
+ col *= 1.0 - SCAN_STRENGTH * scan_wave * scan_wave;
+ vec3 mask = 1.0 + MASK_STRENGTH * cos(
+ gl_FragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)
+ );
+ col *= mask;
+
+ vec2 edge_px = min(uv, 1.0 - uv) * size;
+ float tube = smoothstep(0.0, EDGE_SOFTNESS_PX, min(edge_px.x, edge_px.y));
+ float vignette = 1.0 - VIGNETTE_STRENGTH * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6);
+ float hum = 1.0 + HUM_STRENGTH * sin((uv.y * 1.35 - u_crt.time_seconds * 0.11) * TAU);
+ col *= tube * vignette * hum * EXPOSURE;
+
+ float luma = dot(col, vec3(0.2126, 0.7152, 0.0722));
+ vec2 noise_seed = gl_FragCoord.xy + vec2(u_crt.frame * 17.0, u_crt.frame * 59.0);
+ col += (noiseAt(noise_seed) - 0.5) * NOISE_STRENGTH * (0.15 + 0.85 * clamp(luma, 0.0, 1.0));
+ }
+ o_col = vec4(linearToSrgb(clamp(col, 0.0, 1.0)), 1.0);
+}
diff --git a/shaders/prebuilt/crt.frag.spv b/shaders/prebuilt/crt.frag.spv
index 326aa534..057f0e06 100644
--- a/shaders/prebuilt/crt.frag.spv
+++ b/shaders/prebuilt/crt.frag.spv
Binary files differ
diff --git a/shaders/prebuilt/crt.vert.glsl b/shaders/prebuilt/crt.vert.glsl
new file mode 100644
index 00000000..4e15fcdf
--- /dev/null
+++ b/shaders/prebuilt/crt.vert.glsl
@@ -0,0 +1,9 @@
+#version 450
+
+// CRT post-process pass: one fullscreen triangle from gl_VertexIndex, no
+// vertex buffer. The fragment shader derives uv from gl_FragCoord.
+
+void main() {
+ vec2 p = vec2(float((gl_VertexIndex << 1) & 2), float(gl_VertexIndex & 2));
+ gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0);
+}
diff --git a/shaders/prebuilt/image.frag.glsl b/shaders/prebuilt/image.frag.glsl
new file mode 100644
index 00000000..747ceef7
--- /dev/null
+++ b/shaders/prebuilt/image.frag.glsl
@@ -0,0 +1,99 @@
+#version 450
+
+layout(set = 2, binding = 0) uniform sampler2D u_image;
+
+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;
+}
+
+// The same seven procedural ASCII marks as ui.frag.glsl and the macOS Metal
+// panel kernel. Native attachments are content in the panel, so they should
+// not switch to a smaller two-symbol animation when the glyph grid over them
+// is using `. : + * # % @`.
+float asciiGlyph(vec2 uv, int glyph) {
+ vec2 p = uv * 2.0 - 1.0;
+ float thin = 0.12;
+ float dotShape = 1.0 - smoothstep(0.10, 0.20, length(p - vec2(0.0, 0.45)));
+ float barH = 1.0 - smoothstep(thin, thin + 0.08, abs(p.y));
+ float barV = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x));
+ if (glyph == 0) return dotShape;
+ if (glyph == 1) return max(dotShape, 1.0 - smoothstep(0.10, 0.20, length(p + vec2(0.0, 0.45))));
+ if (glyph == 2) return max(barH, barV);
+ if (glyph == 3) {
+ float d0 = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x - p.y));
+ float d1 = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x + p.y));
+ return max(max(d0, d1), max(barH, barV));
+ }
+ if (glyph == 4) {
+ float rails = max(
+ 1.0 - smoothstep(thin, thin + 0.08, abs(abs(p.x) - 0.34)),
+ 1.0 - smoothstep(thin, thin + 0.08, abs(abs(p.y) - 0.34))
+ );
+ return rails;
+ }
+ float ring = 1.0 - smoothstep(thin, thin + 0.08, abs(length(p * vec2(0.8, 1.0)) - 0.48));
+ return max(ring, glyph == 6 ? dotShape : 0.0);
+}
+
+void main() {
+ vec4 source = texture(u_image, v_uv);
+ 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;
+ }
+ if (effect == 4u) {
+ float diagonal = float((cellCoord.x + cellCoord.y * 2u) % 17u) / 17.0;
+ float threshold = noise * 0.72 + diagonal * 0.28;
+ bool reveal = progress >= 1.0 || (progress > 0.0 && progress >= threshold);
+ bool wave = !reveal && progress > 0.0 && progress + 0.22 >= threshold;
+ if (oldLayer) {
+ if (wave || reveal) discard;
+ o_col = source;
+ return;
+ }
+ if (reveal) {
+ o_col = source;
+ return;
+ }
+ if (!wave) discard;
+ vec2 cellUV = fract(v_panel_uv * vec2(dimensions));
+ int glyph = min(int(floor(noise * 7.0)), 6);
+ float mark = asciiGlyph(cellUV, glyph);
+ float luma = dot(source.rgb, vec3(0.2126, 0.7152, 0.0722));
+ vec3 paper = source.rgb * 0.10;
+ // Preserve source colour when it already separates from the dimmed
+ // paper. Solid black pixels have no such separation, so derive a
+ // readable mark from their own luminance instead of letting the ASCII
+ // phase disappear on dark images/PDF regions.
+ vec3 contrastInk = luma > 0.5 ? vec3(0.0) : vec3(1.0);
+ float sourceContrast = smoothstep(0.025, 0.14, length(source.rgb - paper));
+ vec3 ink = mix(contrastInk, source.rgb, sourceContrast);
+ vec3 dimInk = mix(paper, ink, 0.62);
+ o_col = vec4(mix(paper, dimInk, mark), source.a);
+ return;
+ }
+ o_col = source;
+}
diff --git a/shaders/prebuilt/image.frag.spv b/shaders/prebuilt/image.frag.spv
index 84a174ad..c3d87e58 100644
--- a/shaders/prebuilt/image.frag.spv
+++ b/shaders/prebuilt/image.frag.spv
Binary files differ
diff --git a/shaders/prebuilt/image.vert.glsl b/shaders/prebuilt/image.vert.glsl
new file mode 100644
index 00000000..04196ce4
--- /dev/null
+++ b/shaders/prebuilt/image.vert.glsl
@@ -0,0 +1,49 @@
+#version 450
+
+// One instance per Surface image attachment. The CPU has already converted
+// the pane's cell rectangle and the aspect-preserving contain fit to NDC.
+layout(location = 0) in vec4 a_rect; // x0, y0, x1, y1
+layout(location = 1) in vec4 a_uv_rect; // u0, v0, u1, v1
+layout(location = 2) in vec4 a_panel_rect;
+layout(location = 3) in vec4 a_present_rect;
+layout(location = 4) in uvec4 a_effect;
+
+layout(location = 0) out vec2 v_uv;
+layout(location = 1) out vec2 v_panel_uv;
+layout(location = 2) flat out uvec4 v_effect;
+
+void main() {
+ vec2 pos;
+ int corner = gl_VertexIndex % 6;
+ if (corner == 0) {
+ pos = vec2(a_rect.x, a_rect.y);
+ v_uv = vec2(a_uv_rect.x, a_uv_rect.y);
+ } else if (corner == 1) {
+ pos = vec2(a_rect.z, a_rect.y);
+ v_uv = vec2(a_uv_rect.z, a_uv_rect.y);
+ } else if (corner == 2) {
+ pos = vec2(a_rect.z, a_rect.w);
+ v_uv = vec2(a_uv_rect.z, a_uv_rect.w);
+ } else if (corner == 3) {
+ pos = vec2(a_rect.x, a_rect.y);
+ v_uv = vec2(a_uv_rect.x, a_uv_rect.y);
+ } else if (corner == 4) {
+ pos = vec2(a_rect.z, a_rect.w);
+ v_uv = vec2(a_uv_rect.z, a_uv_rect.w);
+ } else {
+ pos = vec2(a_rect.x, a_rect.w);
+ v_uv = vec2(a_uv_rect.x, a_uv_rect.w);
+ }
+ v_panel_uv = v_uv;
+ uint effect = a_effect.x & 0x7fffffffu;
+ if (effect != 0u) {
+ vec2 panel_size = a_panel_rect.zw - a_panel_rect.xy;
+ panel_size.x = abs(panel_size.x) < 0.000001 ? 0.000001 : panel_size.x;
+ panel_size.y = abs(panel_size.y) < 0.000001 ? -0.000001 : panel_size.y;
+ v_panel_uv = (pos - a_panel_rect.xy) / panel_size;
+ if (effect == 1u || effect == 2u || effect == 5u)
+ pos = mix(a_present_rect.xy, a_present_rect.zw, v_panel_uv);
+ }
+ v_effect = a_effect;
+ gl_Position = vec4(pos, 0.0, 1.0);
+}
diff --git a/shaders/prebuilt/image.vert.spv b/shaders/prebuilt/image.vert.spv
index 1105bae2..35165d69 100644
--- a/shaders/prebuilt/image.vert.spv
+++ b/shaders/prebuilt/image.vert.spv
Binary files differ
diff --git a/shaders/prebuilt/overlay.frag.glsl b/shaders/prebuilt/overlay.frag.glsl
new file mode 100644
index 00000000..86c0188b
--- /dev/null
+++ b/shaders/prebuilt/overlay.frag.glsl
@@ -0,0 +1,9 @@
+#version 450
+
+layout(location = 0) in vec4 v_color;
+
+layout(location = 0) out vec4 o_col;
+
+void main() {
+ o_col = v_color;
+}
diff --git a/shaders/prebuilt/overlay.vert.glsl b/shaders/prebuilt/overlay.vert.glsl
new file mode 100644
index 00000000..5f6be593
--- /dev/null
+++ b/shaders/prebuilt/overlay.vert.glsl
@@ -0,0 +1,11 @@
+#version 450
+
+layout(location = 0) in vec2 a_pos;
+layout(location = 1) in vec4 a_color;
+
+layout(location = 0) out vec4 v_color;
+
+void main() {
+ v_color = a_color;
+ gl_Position = vec4(a_pos, 0.0, 1.0);
+}
diff --git a/shaders/prebuilt/ui.frag.glsl b/shaders/prebuilt/ui.frag.glsl
new file mode 100644
index 00000000..2113f6ae
--- /dev/null
+++ b/shaders/prebuilt/ui.frag.glsl
@@ -0,0 +1,110 @@
+#version 450
+
+// Sample the glyph atlas (R = coverage 0..1) and mix the cell's bg up to its fg
+// by that coverage. Fully opaque: the swapchain is SDR, no blending needed.
+
+layout(set = 2, binding = 0) uniform sampler2D u_atlas;
+
+layout(location = 0) in vec2 v_uv;
+layout(location = 1) in vec3 v_fg;
+layout(location = 2) in vec3 v_bg;
+layout(location = 3) in vec2 v_cell_uv;
+layout(location = 4) 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;
+}
+
+float asciiGlyph(vec2 uv, int glyph) {
+ vec2 p = uv * 2.0 - 1.0;
+ float thin = 0.12;
+ float dotShape = 1.0 - smoothstep(0.10, 0.20, length(p - vec2(0.0, 0.45)));
+ float barH = 1.0 - smoothstep(thin, thin + 0.08, abs(p.y));
+ float barV = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x));
+ if (glyph == 0) return dotShape;
+ if (glyph == 1) return max(dotShape, 1.0 - smoothstep(0.10, 0.20, length(p + vec2(0.0, 0.45))));
+ if (glyph == 2) return max(barH, barV);
+ if (glyph == 3) {
+ float d0 = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x - p.y));
+ float d1 = 1.0 - smoothstep(thin, thin + 0.08, abs(p.x + p.y));
+ return max(max(d0, d1), max(barH, barV));
+ }
+ if (glyph == 4) {
+ float rails = max(
+ 1.0 - smoothstep(thin, thin + 0.08, abs(abs(p.x) - 0.34)),
+ 1.0 - smoothstep(thin, thin + 0.08, abs(abs(p.y) - 0.34))
+ );
+ return rails;
+ }
+ float ring = 1.0 - smoothstep(thin, thin + 0.08, abs(length(p * vec2(0.8, 1.0)) - 0.48));
+ return max(ring, glyph == 6 ? dotShape : 0.0);
+}
+
+void main() {
+ float a = texture(u_atlas, v_uv).r;
+ bool oldLayer = (v_effect.x & 0x80000000u) != 0u;
+ uint effect = v_effect.x & 0x7fffffffu;
+ float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0);
+ uint cellCol = v_effect.w & 0xffffu;
+ uint cellRow = v_effect.w >> 16;
+ float noise = cellNoise(v_effect.z, cellCol, cellRow);
+
+ vec3 cell = mix(v_bg, v_fg, a);
+
+ // 3 = data dissolve. Changed cells retain the frozen old cell until their
+ // stable threshold, then atomically become the new cell. Exact endpoints
+ // mirror panel_animation.dissolveRevealed, including the zero hash.
+ if (effect == 3u) {
+ bool reveal = progress >= 1.0 || (progress > 0.0 && noise < progress);
+ if (oldLayer ? reveal : !reveal) discard;
+ o_col = vec4(cell, 1.0);
+ return;
+ }
+
+ // 4 = ASCII materialization. A diagonal/noise threshold matches the TTY
+ // compositor's idea: cells briefly become punctuation, then their real
+ // atlas glyph arrives. The procedural marks keep the GUI implementation
+ // entirely shader-side.
+ if (effect == 4u) {
+ if (progress <= 0.0) {
+ if (!oldLayer) discard;
+ o_col = vec4(cell, 1.0);
+ return;
+ }
+ if (progress >= 1.0) {
+ if (oldLayer) discard;
+ o_col = vec4(cell, 1.0);
+ return;
+ }
+ float diagonal = float((cellCol + cellRow * 2u) % 17u) / 17.0;
+ float threshold = noise * 0.72 + diagonal * 0.28;
+ if (progress >= threshold) {
+ if (oldLayer) discard;
+ o_col = vec4(cell, 1.0);
+ return;
+ }
+ if (progress + 0.22 >= threshold) {
+ if (oldLayer) discard;
+ int glyph = int(floor(noise * 7.0));
+ float ink = asciiGlyph(v_cell_uv, min(glyph, 6));
+ vec3 dimInk = mix(v_bg, v_fg, 0.62);
+ o_col = vec4(mix(v_bg, dimInk, ink), 1.0);
+ return;
+ }
+ if (!oldLayer) discard;
+ o_col = vec4(cell, 1.0);
+ return;
+ }
+
+ // FreeType's hinted grayscale bitmap is already the intended coverage.
+ // Preserve it exactly; weight-changing gamma hacks blur small stems.
+ o_col = vec4(cell, 1.0);
+}
diff --git a/shaders/prebuilt/ui.frag.spv b/shaders/prebuilt/ui.frag.spv
index 8d57242a..b97495b3 100644
--- a/shaders/prebuilt/ui.frag.spv
+++ b/shaders/prebuilt/ui.frag.spv
Binary files differ
diff --git a/shaders/prebuilt/ui.vert.glsl b/shaders/prebuilt/ui.vert.glsl
new file mode 100644
index 00000000..08627dc0
--- /dev/null
+++ b/shaders/prebuilt/ui.vert.glsl
@@ -0,0 +1,72 @@
+#version 450
+
+// Terminal cell renderer. The CPU uploads one instance per visible cell; this
+// shader expands each instance into a two-triangle quad with gl_VertexIndex.
+// The fragment shader mixes fg/bg by the atlas's alpha (a glyph mask in the R
+// channel), so background fills and glyph foregrounds draw in a single pass.
+
+layout(location = 0) in vec4 a_rect; // x0, y0, x1, y1
+layout(location = 1) in vec4 a_uv_rect; // u0, v0, u1, v1
+layout(location = 2) in vec3 a_fg;
+layout(location = 3) in vec3 a_bg;
+// Final and presented panel rectangles in NDC. The CPU still uploads logical
+// final cells; this shader is the only place transition geometry is applied.
+layout(location = 4) in vec4 a_panel_rect;
+layout(location = 5) in vec4 a_present_rect;
+// effect id, eased-progress float bits, pane serial, local row/column packed
+// into one uint. The high effect bit marks the frozen-old cell layer; integer
+// transport preserves the exact cross-backend hash.
+layout(location = 6) in uvec4 a_effect;
+
+layout(location = 0) out vec2 v_uv;
+layout(location = 1) out vec3 v_fg;
+layout(location = 2) out vec3 v_bg;
+layout(location = 3) out vec2 v_cell_uv;
+layout(location = 4) flat out uvec4 v_effect;
+
+void main() {
+ vec2 pos;
+ vec2 uv;
+ int corner = gl_VertexIndex % 6;
+ if (corner == 0) {
+ pos = vec2(a_rect.x, a_rect.y);
+ uv = vec2(a_uv_rect.x, a_uv_rect.y);
+ v_cell_uv = vec2(0.0, 0.0);
+ } else if (corner == 1) {
+ pos = vec2(a_rect.z, a_rect.y);
+ uv = vec2(a_uv_rect.z, a_uv_rect.y);
+ v_cell_uv = vec2(1.0, 0.0);
+ } else if (corner == 2) {
+ pos = vec2(a_rect.z, a_rect.w);
+ uv = vec2(a_uv_rect.z, a_uv_rect.w);
+ v_cell_uv = vec2(1.0, 1.0);
+ } else if (corner == 3) {
+ pos = vec2(a_rect.x, a_rect.y);
+ uv = vec2(a_uv_rect.x, a_uv_rect.y);
+ v_cell_uv = vec2(0.0, 0.0);
+ } else if (corner == 4) {
+ pos = vec2(a_rect.z, a_rect.w);
+ uv = vec2(a_uv_rect.z, a_uv_rect.w);
+ v_cell_uv = vec2(1.0, 1.0);
+ } else {
+ pos = vec2(a_rect.x, a_rect.w);
+ uv = vec2(a_uv_rect.x, a_uv_rect.w);
+ v_cell_uv = vec2(0.0, 1.0);
+ }
+
+ uint effect = a_effect.x & 0x7fffffffu;
+ if (effect == 1u || effect == 2u || effect == 5u) {
+ // NDC y points up, so a top-left/bottom-right box has a NEGATIVE y
+ // delta. Preserve that sign or every local y is mirrored/outside.
+ vec2 panel_size = a_panel_rect.zw - a_panel_rect.xy;
+ panel_size.x = abs(panel_size.x) < 0.000001 ? 0.000001 : panel_size.x;
+ panel_size.y = abs(panel_size.y) < 0.000001 ? -0.000001 : panel_size.y;
+ vec2 within = (pos - a_panel_rect.xy) / panel_size;
+ pos = mix(a_present_rect.xy, a_present_rect.zw, within);
+ }
+ v_uv = uv;
+ v_fg = a_fg;
+ v_bg = a_bg;
+ v_effect = a_effect;
+ gl_Position = vec4(pos, 0.0, 1.0);
+}
diff --git a/shaders/prebuilt/ui.vert.spv b/shaders/prebuilt/ui.vert.spv
index 186a91fc..f0d5f653 100644
--- a/shaders/prebuilt/ui.vert.spv
+++ b/shaders/prebuilt/ui.vert.spv
Binary files differ