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authorGabriel Schneider <[email protected]>2026-09-28 16:44:51 -0300
committerGabriel Schneider <[email protected]>2026-10-01 00:12:15 -0300
commitdeeb8ac54f71d4322a778336db9a7aec411c23ce (patch)
treea1ccddd6dc7acf31a88a0d27153848b053ac10d1 /shaders/ui.frag.glsl
parent3267d276ab2553adb412183eb92390ed579b494f (diff)
downloadpardes-deeb8ac54f71d4322a778336db9a7aec411c23ce.tar.gz
pardes-deeb8ac54f71d4322a778336db9a7aec411c23ce.zip
G1: Lift, soft elevation shadows (off by default)
`Lift` (a GUI toggle, capability lift) lifts the focused pane on a critically damped spring (animation.Spring: closed form, about 240 ms to settle, velocity kept across retargets, settled = no frames) and floats notices. The core puts the lift on the regions (Region.lift, on the wire); the GUI casts from it: a soft shadow is decor, an erf rectangle on one quad grown by 3 sigma (decor.frag, flag 0x10000000), in the quad's own space so a track's transform carries it; darken-only, the caster's rect left alone, alpha pre-warped for linear light and IGN-dithered. Cast last in its group, so a neighbour's rails and rules darken with its text; a notice's before its rule. Strength is capped per theme so text over the darkest shadow keeps min(its contrast, 4.5) (test over the native themes). Opt-in until the focus lift/dim default is decided. Feel review material: docs/effects.md. Test-mode PARDES_TEST_SERIES keeps every captured frame. Shared files touched: pardes.zig (two fields, one nextWake line), detached/wire.zig (lift on the region), config.zig, builtins.zig (capability), gui.zig. Not touched: Messages.zig, mouse.zig, tty, host_io.
Diffstat (limited to 'shaders/ui.frag.glsl')
-rw-r--r--shaders/ui.frag.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/shaders/ui.frag.glsl b/shaders/ui.frag.glsl
index 0b099db3..dca224ba 100644
--- a/shaders/ui.frag.glsl
+++ b/shaders/ui.frag.glsl
@@ -43,7 +43,7 @@ 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 & 0x1fffffffu;
+ uint effect = v_effect.x & 0x0fffffffu;
float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0);
uint cellCol = v_effect.w & 0xffffu;
uint cellRow = v_effect.w >> 16;