diff options
| author | Gabriel Schneider <[email protected]> | 2026-09-28 16:44:51 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-10-01 00:12:15 -0300 |
| commit | deeb8ac54f71d4322a778336db9a7aec411c23ce (patch) | |
| tree | a1ccddd6dc7acf31a88a0d27153848b053ac10d1 /shaders/ui.frag.glsl | |
| parent | 3267d276ab2553adb412183eb92390ed579b494f (diff) | |
| download | pardes-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.glsl | 2 |
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; |
