diff options
| author | Gabriel Schneider <[email protected]> | 2026-09-29 07:41:35 -0300 |
|---|---|---|
| committer | Gabriel Schneider <[email protected]> | 2026-10-01 00:12:16 -0300 |
| commit | 411d0b6059192b75853e220e1242b694ae461a3e (patch) | |
| tree | 50f8bb207f3cdda497bdd84658a2d3ea74b4bc2b /shaders | |
| 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')
28 files changed, 892 insertions, 39 deletions
diff --git a/shaders/bloom-down.frag.glsl b/shaders/bloom-down.frag.glsl new file mode 100644 index 00000000..3465926d --- /dev/null +++ b/shaders/bloom-down.frag.glsl @@ -0,0 +1,39 @@ +#version 450 + +// Bloom, down (docs/effects.md G4): one step of a dual Kawase filter, a +// source half as big again sampled at five points, the first step over the +// frame through a bright pass in linear light. Written to a float target. + +layout(set = 2, binding = 0) uniform sampler2D source; +layout(std140, set = 3, binding = 0) uniform BloomStep { + // xy: a source texel; zw: a target texel. + vec4 texels; + // x: the bright pass's threshold on a channel's linear peak (above the + // page's own), 0 for none (a later step); y: its soft knee. + vec4 pass; +} u; + +layout(location = 0) out vec4 o_col; + +vec3 toLinear(vec3 c) { + return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); +} + +vec3 tap(vec2 uv) { + vec3 c = texture(source, uv).rgb; + if (u.pass.x <= 0.0) return c; + c = toLinear(c); + float peak = max(c.r, max(c.g, c.b)); + return c * smoothstep(u.pass.x, u.pass.x + u.pass.y, peak); +} + +void main() { + vec2 uv = gl_FragCoord.xy * u.texels.zw; + vec2 h = 0.5 * u.texels.xy; + vec3 sum = tap(uv) * 4.0; + sum += tap(uv - h); + sum += tap(uv + h); + sum += tap(uv + vec2(h.x, -h.y)); + sum += tap(uv - vec2(h.x, -h.y)); + o_col = vec4(sum / 8.0, 1.0); +} diff --git a/shaders/bloom-up.frag.glsl b/shaders/bloom-up.frag.glsl new file mode 100644 index 00000000..368076ed --- /dev/null +++ b/shaders/bloom-up.frag.glsl @@ -0,0 +1,26 @@ +#version 450 + +// Bloom, up (docs/effects.md G4): one step of a dual Kawase filter back up, +// a tent of eight points over the smaller level. Float target. + +layout(set = 2, binding = 0) uniform sampler2D source; +layout(std140, set = 3, binding = 0) uniform BloomStep { + vec4 texels; + vec4 pass; +} u; + +layout(location = 0) out vec4 o_col; + +void main() { + vec2 uv = gl_FragCoord.xy * u.texels.zw; + vec2 h = 0.5 * u.texels.xy; + vec3 sum = texture(source, uv + vec2(-2.0 * h.x, 0.0)).rgb; + sum += texture(source, uv + vec2(-h.x, h.y)).rgb * 2.0; + sum += texture(source, uv + vec2(0.0, 2.0 * h.y)).rgb; + sum += texture(source, uv + vec2(h.x, h.y)).rgb * 2.0; + sum += texture(source, uv + vec2(2.0 * h.x, 0.0)).rgb; + sum += texture(source, uv + vec2(h.x, -h.y)).rgb * 2.0; + sum += texture(source, uv + vec2(0.0, -2.0 * h.y)).rgb; + sum += texture(source, uv + vec2(-h.x, -h.y)).rgb * 2.0; + o_col = vec4(sum / 12.0, 1.0); +} diff --git a/shaders/decor.frag.glsl b/shaders/decor.frag.glsl index 3e2c286f..bb1ef0d6 100644 --- a/shaders/decor.frag.glsl +++ b/shaders/decor.frag.glsl @@ -8,6 +8,8 @@ // colour rides in the cell's ground (a_bg), its coverage in a_fg.r, so the // result is the overlay pipeline's exactly. // +// Checker (flag 0x08000000): two colours in squares, or in stripes, see main. +// // Soft (flag 0x10000000): a rectangle's shadow, rim or glow blurred by a Gaussian, // in closed form (the product of two erf edges), on one quad grown by 3 // sigma: no blur pass. Everything is in the quad's own 0..1 space, so a @@ -51,6 +53,17 @@ void main() { if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z || gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard; float opacity = clamp(u_ui.background_opacity, 0.0, 1.0); + // Checker (flag 0x08000000): squares of v_uv.x pixels from the quad's + // own corner, so it moves with its rail, in the ground's colour and the + // ink's (lapis's scroll track). + vec2 in_quad = v_cell_uv / max(vec2(dFdx(v_cell_uv.x), dFdy(v_cell_uv.y)), vec2(1e-6)); + if ((v_effect.x & 0x08000000u) != 0u) { + ivec2 q = ivec2(floor(in_quad / max(v_uv.x, 1.0))); + // v_uv.y set: stripes across the quad (lapis's title bar), not squares. + int k = v_uv.y > 0.5 ? q.y : q.x + q.y; + o_col = vec4(((k & 1) == 0 ? v_bg : v_fg) * opacity, 1.0); + return; + } if ((v_effect.x & 0x10000000u) == 0u) { o_col = vec4(v_bg * opacity, v_fg.r); return; diff --git a/shaders/post/bloom.glsl b/shaders/post/bloom.glsl new file mode 100644 index 00000000..d54a0aac --- /dev/null +++ b/shaders/post/bloom.glsl @@ -0,0 +1,40 @@ +// Bloom: the brightest ink glows, a little. The glow itself is made by the +// shell at half resolution and below (bloom-down, bloom-up: a dual Kawase +// filter over a bright pass, in linear light) and arrives here in +// pardesBloom; this pass adds it to the frame. Only true highlights pass +// the threshold, and the strength stays in §8.2's budget (at most 5%) and +// under pardesCap, so no text or selection loses contrast below its own or +// 4.5. Tags, grips, notices and the cursor are left alone (pardesSpare). +// It is a Shadertoy file: pardes puts its prefix before it. + +layout(set = 2, binding = 1) uniform sampler2D pardesBloom; + +float strength() { return min(pardesByLevel(0.02, 0.035, 0.05), pardesCap); } + +vec3 toLinear(vec3 c) { + return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); +} + +vec3 toSrgb(vec3 c) { + c = max(c, vec3(0.0)); + return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308))); +} + +float ign(vec2 p) { + return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord / iResolution.xy; + vec4 frame = texture(iChannel0, uv); + if (pardesSpared(fragCoord)) { + fragColor = frame; + return; + } + vec3 glow = texture(pardesBloom, uv).rgb; + vec3 col = toLinear(frame.rgb) + glow * strength(); + vec3 srgb = toSrgb(col); + // Dithered: a glow's long falloff never bands. + srgb += (ign(fragCoord) - 0.5) / 255.0 * step(1e-4, dot(glow, vec3(1.0))); + fragColor = vec4(clamp(srgb, 0.0, 1.0), frame.a); +} diff --git a/shaders/post/crt.glsl b/shaders/post/crt.glsl index 768157ef..970d61ee 100644 --- a/shaders/post/crt.glsl +++ b/shaders/post/crt.glsl @@ -69,9 +69,11 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) { // A beam is brightest on its line and falls off between lines; the // mask is three phosphor stripes a triad. Both average to one, so the // theme keeps its brightness. - float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / SCAN_PERIOD_PX); + // Periods in logical pixels: the same look at any density. + float density = max(1.0, pardesScale); + float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / (SCAN_PERIOD_PX * density)); col *= 1.0 - scanStrength() * (line * line - 0.375) / 0.625; - col *= 1.0 + maskStrength() * cos(fragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); + col *= 1.0 + maskStrength() * cos(fragCoord.x * TAU / (MASK_PERIOD_PX * density) + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); float vignette = 1.0 - vignetteStrength() * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6); float hum = 1.0 + humStrength() * sin((uv.y * 1.35 - iTime * HUM_HZ) * TAU); diff --git a/shaders/post/grain.glsl b/shaders/post/grain.glsl new file mode 100644 index 00000000..61c51492 --- /dev/null +++ b/shaders/post/grain.glsl @@ -0,0 +1,32 @@ +// 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); +} diff --git a/shaders/post/prefix.glsl b/shaders/post/prefix.glsl index e718a98f..44c5e0f8 100644 --- a/shaders/post/prefix.glsl +++ b/shaders/post/prefix.glsl @@ -30,7 +30,14 @@ layout(set = 3, binding = 0, std140) uniform Globals { 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; @@ -41,12 +48,32 @@ layout(set = 3, binding = 0, std140) uniform Globals { // 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. -layout(set = 3, binding = 1, std140) uniform PardesPost { +// 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); diff --git a/shaders/post/vignette.glsl b/shaders/post/vignette.glsl new file mode 100644 index 00000000..30dc2e0f --- /dev/null +++ b/shaders/post/vignette.glsl @@ -0,0 +1,38 @@ +// Vignette: the window's corners fall a little into shade, in linear light, +// so the eye settles on the middle. Round, whatever the window's shape; +// nothing within half the way to a corner is touched. At most 28% at the +// far corners (level 3), and never more than pardesCap, so text and its +// selection keep their own contrast or 4.5. Tags, grips, notices and the +// cursor are left alone (pardesSpare): the focus indicators never darken. +// It is a Shadertoy file: pardes puts its prefix before it. + +float strength() { return min(pardesByLevel(0.10, 0.18, 0.28), pardesCap); } + +vec3 toLinear(vec3 c) { + return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); +} + +vec3 toSrgb(vec3 c) { + c = max(c, vec3(0.0)); + return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308))); +} + +float ign(vec2 p) { + return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord / iResolution.xy; + vec4 frame = texture(iChannel0, uv); + if (pardesSpared(fragCoord)) { + fragColor = frame; + return; + } + // 0 at the middle, 1 at a corner, on a circle's measure. + vec2 half_size = 0.5 * iResolution.xy; + float r = length(fragCoord - half_size) / length(half_size); + float shade = strength() * pow(smoothstep(0.5, 1.0, r), 1.5); + vec3 srgb = toSrgb(toLinear(frame.rgb) * (1.0 - shade)); + srgb += (ign(fragCoord) - 0.5) / 255.0 * step(1e-4, shade); + fragColor = vec4(clamp(srgb, 0.0, 1.0), frame.a); +} diff --git a/shaders/prebuilt/bloom-down.frag.glsl b/shaders/prebuilt/bloom-down.frag.glsl new file mode 100644 index 00000000..3465926d --- /dev/null +++ b/shaders/prebuilt/bloom-down.frag.glsl @@ -0,0 +1,39 @@ +#version 450 + +// Bloom, down (docs/effects.md G4): one step of a dual Kawase filter, a +// source half as big again sampled at five points, the first step over the +// frame through a bright pass in linear light. Written to a float target. + +layout(set = 2, binding = 0) uniform sampler2D source; +layout(std140, set = 3, binding = 0) uniform BloomStep { + // xy: a source texel; zw: a target texel. + vec4 texels; + // x: the bright pass's threshold on a channel's linear peak (above the + // page's own), 0 for none (a later step); y: its soft knee. + vec4 pass; +} u; + +layout(location = 0) out vec4 o_col; + +vec3 toLinear(vec3 c) { + return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); +} + +vec3 tap(vec2 uv) { + vec3 c = texture(source, uv).rgb; + if (u.pass.x <= 0.0) return c; + c = toLinear(c); + float peak = max(c.r, max(c.g, c.b)); + return c * smoothstep(u.pass.x, u.pass.x + u.pass.y, peak); +} + +void main() { + vec2 uv = gl_FragCoord.xy * u.texels.zw; + vec2 h = 0.5 * u.texels.xy; + vec3 sum = tap(uv) * 4.0; + sum += tap(uv - h); + sum += tap(uv + h); + sum += tap(uv + vec2(h.x, -h.y)); + sum += tap(uv - vec2(h.x, -h.y)); + o_col = vec4(sum / 8.0, 1.0); +} diff --git a/shaders/prebuilt/bloom-down.frag.spv b/shaders/prebuilt/bloom-down.frag.spv Binary files differnew file mode 100644 index 00000000..5ca327fe --- /dev/null +++ b/shaders/prebuilt/bloom-down.frag.spv diff --git a/shaders/prebuilt/bloom-up.frag.glsl b/shaders/prebuilt/bloom-up.frag.glsl new file mode 100644 index 00000000..368076ed --- /dev/null +++ b/shaders/prebuilt/bloom-up.frag.glsl @@ -0,0 +1,26 @@ +#version 450 + +// Bloom, up (docs/effects.md G4): one step of a dual Kawase filter back up, +// a tent of eight points over the smaller level. Float target. + +layout(set = 2, binding = 0) uniform sampler2D source; +layout(std140, set = 3, binding = 0) uniform BloomStep { + vec4 texels; + vec4 pass; +} u; + +layout(location = 0) out vec4 o_col; + +void main() { + vec2 uv = gl_FragCoord.xy * u.texels.zw; + vec2 h = 0.5 * u.texels.xy; + vec3 sum = texture(source, uv + vec2(-2.0 * h.x, 0.0)).rgb; + sum += texture(source, uv + vec2(-h.x, h.y)).rgb * 2.0; + sum += texture(source, uv + vec2(0.0, 2.0 * h.y)).rgb; + sum += texture(source, uv + vec2(h.x, h.y)).rgb * 2.0; + sum += texture(source, uv + vec2(2.0 * h.x, 0.0)).rgb; + sum += texture(source, uv + vec2(h.x, -h.y)).rgb * 2.0; + sum += texture(source, uv + vec2(0.0, -2.0 * h.y)).rgb; + sum += texture(source, uv + vec2(-h.x, -h.y)).rgb * 2.0; + o_col = vec4(sum / 12.0, 1.0); +} diff --git a/shaders/prebuilt/bloom-up.frag.spv b/shaders/prebuilt/bloom-up.frag.spv Binary files differnew file mode 100644 index 00000000..b2c64b80 --- /dev/null +++ b/shaders/prebuilt/bloom-up.frag.spv diff --git a/shaders/prebuilt/decor.frag.glsl b/shaders/prebuilt/decor.frag.glsl index 4c2bd6d8..bb1ef0d6 100644 --- a/shaders/prebuilt/decor.frag.glsl +++ b/shaders/prebuilt/decor.frag.glsl @@ -1,24 +1,83 @@ #version 450 -// Decor: a flat, hard-edged fill (a rule, a rail, a grip mark, a bar cursor) -// that ui.vert.glsl places like a cell, its track's transition included. Its -// colour rides in the cell's ground (a_bg) and its coverage in a_fg.r. The -// pipeline blends it as the overlay pipeline does (backgroundLayerBlend), so -// a fading rule shows through, and the result is that pipeline's exactly. -// Ink (a cursor) is drawn with the opacity uniform at 1. +// Decor, drawn by ui.vert.glsl like a cell, its track's transition included, +// and blended as the overlay pipeline blends (backgroundLayerBlend). Ink (a +// cursor) is drawn with the opacity uniform at 1. +// +// Flat: a hard-edged fill (a rule, a rail, a grip mark, a bar cursor). Its +// colour rides in the cell's ground (a_bg), its coverage in a_fg.r, so the +// result is the overlay pipeline's exactly. +// +// Checker (flag 0x08000000): two colours in squares, or in stripes, see main. +// +// Soft (flag 0x10000000): a rectangle's shadow, rim or glow blurred by a Gaussian, +// in closed form (the product of two erf edges), on one quad grown by 3 +// sigma: no blur pass. Everything is in the quad's own 0..1 space, so a +// track's transform carries it: sigma per axis in the uv, the caster's +// offset from its shadow in fg.gb, the strength in fg.r. The caster's own +// rectangle is left alone (it is drawn already), and the alpha is pre-warped +// so black darkens in linear light, then dithered so it never bands. layout(std140, set = 3, binding = 0) uniform UiUniforms { float background_opacity; } u_ui; +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 = 5) flat in vec4 v_clip; layout(location = 0) out vec4 o_col; +// erf to about 4e-4 (Winitzki's approximation): smooth, cheap, odd. +float erfApprox(float x) { + float x2 = x * x; + const float a = 0.147; + float e = sqrt(1.0 - exp(-x2 * (1.2732395 + a * x2) / (1.0 + a * x2))); + return x < 0.0 ? -e : e; +} + +// How much of [lo, hi] a Gaussian of sigma s centred at x covers. +float edge(float x, float lo, float hi, float s) { + float k = 0.70710678 / s; + return 0.5 * (erfApprox((x - lo) * k) - erfApprox((x - hi) * k)); +} + +float ign(vec2 p) { + return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); +} + void main() { if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z || gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard; - o_col = vec4(v_bg * clamp(u_ui.background_opacity, 0.0, 1.0), v_fg.r); + float opacity = clamp(u_ui.background_opacity, 0.0, 1.0); + // Checker (flag 0x08000000): squares of v_uv.x pixels from the quad's + // own corner, so it moves with its rail, in the ground's colour and the + // ink's (lapis's scroll track). + vec2 in_quad = v_cell_uv / max(vec2(dFdx(v_cell_uv.x), dFdy(v_cell_uv.y)), vec2(1e-6)); + if ((v_effect.x & 0x08000000u) != 0u) { + ivec2 q = ivec2(floor(in_quad / max(v_uv.x, 1.0))); + // v_uv.y set: stripes across the quad (lapis's title bar), not squares. + int k = v_uv.y > 0.5 ? q.y : q.x + q.y; + o_col = vec4(((k & 1) == 0 ? v_bg : v_fg) * opacity, 1.0); + return; + } + if ((v_effect.x & 0x10000000u) == 0u) { + o_col = vec4(v_bg * opacity, v_fg.r); + return; + } + vec2 s = v_uv; + vec2 m = 3.0 * s; + vec2 p = v_cell_uv; + vec2 caster0 = m - v_fg.gb; + vec2 caster1 = 1.0 - m - v_fg.gb; + if (all(greaterThanEqual(p, caster0)) && all(lessThan(p, caster1))) discard; + float a = v_fg.r * edge(p.x, m.x, 1.0 - m.x, s.x) * edge(p.y, m.y, 1.0 - m.y, s.y); + // Black darkens in linear light; a light colour (a rim, a glow) is laid + // on as it is, within §8.2's 25%. + if (all(equal(v_bg, vec3(0.0)))) a = 1.0 - pow(max(1.0 - a, 0.0), 1.0 / 2.2); + a = clamp(a + (ign(gl_FragCoord.xy) - 0.5) / 255.0, 0.0, 1.0); + o_col = vec4(v_bg * opacity, a); } diff --git a/shaders/prebuilt/decor.frag.spv b/shaders/prebuilt/decor.frag.spv Binary files differindex 7e162f5a..bd565d03 100644 --- a/shaders/prebuilt/decor.frag.spv +++ b/shaders/prebuilt/decor.frag.spv diff --git a/shaders/prebuilt/post-bloom.frag.glsl b/shaders/prebuilt/post-bloom.frag.glsl new file mode 100644 index 00000000..a84cf88a --- /dev/null +++ b/shaders/prebuilt/post-bloom.frag.glsl @@ -0,0 +1,141 @@ +#version 450 +// pardes's Shadertoy prefix (docs/render-pipeline.md §6), 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 +// Bloom: the brightest ink glows, a little. The glow itself is made by the +// shell at half resolution and below (bloom-down, bloom-up: a dual Kawase +// filter over a bright pass, in linear light) and arrives here in +// pardesBloom; this pass adds it to the frame. Only true highlights pass +// the threshold, and the strength stays in §8.2's budget (at most 5%) and +// under pardesCap, so no text or selection loses contrast below its own or +// 4.5. Tags, grips, notices and the cursor are left alone (pardesSpare). +// It is a Shadertoy file: pardes puts its prefix before it. + +layout(set = 2, binding = 1) uniform sampler2D pardesBloom; + +float strength() { return min(pardesByLevel(0.02, 0.035, 0.05), pardesCap); } + +vec3 toLinear(vec3 c) { + return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); +} + +vec3 toSrgb(vec3 c) { + c = max(c, vec3(0.0)); + return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308))); +} + +float ign(vec2 p) { + return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord / iResolution.xy; + vec4 frame = texture(iChannel0, uv); + if (pardesSpared(fragCoord)) { + fragColor = frame; + return; + } + vec3 glow = texture(pardesBloom, uv).rgb; + vec3 col = toLinear(frame.rgb) + glow * strength(); + vec3 srgb = toSrgb(col); + // Dithered: a glow's long falloff never bands. + srgb += (ign(fragCoord) - 0.5) / 255.0 * step(1e-4, dot(glow, vec3(1.0))); + fragColor = vec4(clamp(srgb, 0.0, 1.0), frame.a); +} diff --git a/shaders/prebuilt/post-bloom.frag.spv b/shaders/prebuilt/post-bloom.frag.spv Binary files differnew file mode 100644 index 00000000..7b71dbdd --- /dev/null +++ b/shaders/prebuilt/post-bloom.frag.spv diff --git a/shaders/prebuilt/post-crt.frag.glsl b/shaders/prebuilt/post-crt.frag.glsl index c2cadfa2..ca44d014 100644 --- a/shaders/prebuilt/post-crt.frag.glsl +++ b/shaders/prebuilt/post-crt.frag.glsl @@ -30,7 +30,14 @@ layout(set = 3, binding = 0, std140) uniform Globals { 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; @@ -41,12 +48,32 @@ layout(set = 3, binding = 0, std140) uniform Globals { // 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. -layout(set = 3, binding = 1, std140) uniform PardesPost { +// 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); @@ -143,9 +170,11 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) { // A beam is brightest on its line and falls off between lines; the // mask is three phosphor stripes a triad. Both average to one, so the // theme keeps its brightness. - float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / SCAN_PERIOD_PX); + // Periods in logical pixels: the same look at any density. + float density = max(1.0, pardesScale); + float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / (SCAN_PERIOD_PX * density)); col *= 1.0 - scanStrength() * (line * line - 0.375) / 0.625; - col *= 1.0 + maskStrength() * cos(fragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); + col *= 1.0 + maskStrength() * cos(fragCoord.x * TAU / (MASK_PERIOD_PX * density) + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); float vignette = 1.0 - vignetteStrength() * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6); float hum = 1.0 + humStrength() * sin((uv.y * 1.35 - iTime * HUM_HZ) * TAU); diff --git a/shaders/prebuilt/post-crt.frag.spv b/shaders/prebuilt/post-crt.frag.spv Binary files differindex 6599abd9..fe2c3edb 100644 --- a/shaders/prebuilt/post-crt.frag.spv +++ b/shaders/prebuilt/post-crt.frag.spv 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 §6), 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); +} diff --git a/shaders/prebuilt/post-grain.frag.spv b/shaders/prebuilt/post-grain.frag.spv Binary files differnew file mode 100644 index 00000000..e4c893af --- /dev/null +++ b/shaders/prebuilt/post-grain.frag.spv diff --git a/shaders/prebuilt/post-vignette.frag.glsl b/shaders/prebuilt/post-vignette.frag.glsl new file mode 100644 index 00000000..d5737901 --- /dev/null +++ b/shaders/prebuilt/post-vignette.frag.glsl @@ -0,0 +1,139 @@ +#version 450 +// pardes's Shadertoy prefix (docs/render-pipeline.md §6), 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 +// Vignette: the window's corners fall a little into shade, in linear light, +// so the eye settles on the middle. Round, whatever the window's shape; +// nothing within half the way to a corner is touched. At most 28% at the +// far corners (level 3), and never more than pardesCap, so text and its +// selection keep their own contrast or 4.5. Tags, grips, notices and the +// cursor are left alone (pardesSpare): the focus indicators never darken. +// It is a Shadertoy file: pardes puts its prefix before it. + +float strength() { return min(pardesByLevel(0.10, 0.18, 0.28), pardesCap); } + +vec3 toLinear(vec3 c) { + return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045))); +} + +vec3 toSrgb(vec3 c) { + c = max(c, vec3(0.0)); + return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308))); +} + +float ign(vec2 p) { + return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); +} + +void mainImage(out vec4 fragColor, in vec2 fragCoord) { + vec2 uv = fragCoord / iResolution.xy; + vec4 frame = texture(iChannel0, uv); + if (pardesSpared(fragCoord)) { + fragColor = frame; + return; + } + // 0 at the middle, 1 at a corner, on a circle's measure. + vec2 half_size = 0.5 * iResolution.xy; + float r = length(fragCoord - half_size) / length(half_size); + float shade = strength() * pow(smoothstep(0.5, 1.0, r), 1.5); + vec3 srgb = toSrgb(toLinear(frame.rgb) * (1.0 - shade)); + srgb += (ign(fragCoord) - 0.5) / 255.0 * step(1e-4, shade); + fragColor = vec4(clamp(srgb, 0.0, 1.0), frame.a); +} diff --git a/shaders/prebuilt/post-vignette.frag.spv b/shaders/prebuilt/post-vignette.frag.spv Binary files differnew file mode 100644 index 00000000..4dfb6125 --- /dev/null +++ b/shaders/prebuilt/post-vignette.frag.spv diff --git a/shaders/prebuilt/ui.frag.glsl b/shaders/prebuilt/ui.frag.glsl index 0b099db3..cb38fff1 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 & 0x1fffffffu; + 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; @@ -52,15 +58,42 @@ 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 - // mirror panel_animation.dissolveRevealed, including the zero hash. + // 3 = dissolve, a crossfade (G7): a changed cell's new form is drawn + // first, whole, and its frozen old one over it at 1 - progress, + // premultiplied (the frame's cells blend over, pipeline_over), so the + // old fades out as the new comes in; at the ends, exactly one of them. + // The tty keeps its per-cell swap (panel_animation.dissolveRevealed). if (effect == 3u) { - bool reveal = progress >= 1.0 || (progress > 0.0 && noise < progress); - if (oldLayer ? reveal : !reveal) discard; - o_col = cell; + if (!oldLayer) { + o_col = cell; + return; + } + if (progress >= 1.0) discard; + o_col = cell * (1.0 - progress); return; } diff --git a/shaders/prebuilt/ui.frag.spv b/shaders/prebuilt/ui.frag.spv Binary files differindex 033c10ab..15318214 100644 --- a/shaders/prebuilt/ui.frag.spv +++ b/shaders/prebuilt/ui.frag.spv diff --git a/shaders/prebuilt/ui.vert.glsl b/shaders/prebuilt/ui.vert.glsl index c1779add..de22adee 100644 --- a/shaders/prebuilt/ui.vert.glsl +++ b/shaders/prebuilt/ui.vert.glsl @@ -14,9 +14,11 @@ layout(location = 3) in vec3 a_bg; 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 THREE high effect bits are flags — the frozen-old cell -// layer, a see-through cell background and an opaque block-cursor fill — so -// the id is what is left below them; integer transport preserves the exact +// into one uint. The FIVE high effect bits are flags — the frozen-old cell +// layer, a see-through cell background, an opaque block-cursor fill, a soft +// shadow (decor.frag.glsl) or dotted page ground (ui.frag.glsl), and a +// checker (decor) or a file name's shadow (ui) — so the id is what is left +// below them; integer transport preserves the exact // cross-backend hash. layout(location = 6) in uvec4 a_effect; // A clip rectangle in target pixels (x0, y0, x1, y1): the fragment shader @@ -61,7 +63,7 @@ void main() { v_cell_uv = vec2(0.0, 1.0); } - uint effect = a_effect.x & 0x1fffffffu; + uint effect = a_effect.x & 0x07ffffffu; 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. diff --git a/shaders/prebuilt/ui.vert.spv b/shaders/prebuilt/ui.vert.spv Binary files differindex 619a9690..af5b0738 100644 --- a/shaders/prebuilt/ui.vert.spv +++ b/shaders/prebuilt/ui.vert.spv diff --git a/shaders/ui.frag.glsl b/shaders/ui.frag.glsl index dca224ba..cb38fff1 100644 --- a/shaders/ui.frag.glsl +++ b/shaders/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; @@ -52,15 +58,42 @@ 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 - // mirror panel_animation.dissolveRevealed, including the zero hash. + // 3 = dissolve, a crossfade (G7): a changed cell's new form is drawn + // first, whole, and its frozen old one over it at 1 - progress, + // premultiplied (the frame's cells blend over, pipeline_over), so the + // old fades out as the new comes in; at the ends, exactly one of them. + // The tty keeps its per-cell swap (panel_animation.dissolveRevealed). if (effect == 3u) { - bool reveal = progress >= 1.0 || (progress > 0.0 && noise < progress); - if (oldLayer ? reveal : !reveal) discard; - o_col = cell; + if (!oldLayer) { + o_col = cell; + return; + } + if (progress >= 1.0) discard; + o_col = cell * (1.0 - progress); return; } diff --git a/shaders/ui.vert.glsl b/shaders/ui.vert.glsl index 5551f3f1..de22adee 100644 --- a/shaders/ui.vert.glsl +++ b/shaders/ui.vert.glsl @@ -14,9 +14,11 @@ layout(location = 3) in vec3 a_bg; 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 FOUR high effect bits are flags — the frozen-old cell -// layer, a see-through cell background, an opaque block-cursor fill and a -// soft shadow (decor.frag.glsl) — so the id is what is left below them; integer transport preserves the exact +// into one uint. The FIVE high effect bits are flags — the frozen-old cell +// layer, a see-through cell background, an opaque block-cursor fill, a soft +// shadow (decor.frag.glsl) or dotted page ground (ui.frag.glsl), and a +// checker (decor) or a file name's shadow (ui) — so the id is what is left +// below them; integer transport preserves the exact // cross-backend hash. layout(location = 6) in uvec4 a_effect; // A clip rectangle in target pixels (x0, y0, x1, y1): the fragment shader @@ -61,7 +63,7 @@ void main() { v_cell_uv = vec2(0.0, 1.0); } - uint effect = a_effect.x & 0x0fffffffu; + uint effect = a_effect.x & 0x07ffffffu; 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. |
