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authorGabriel Schneider <[email protected]>2026-09-29 22:05:58 -0300
committerGabriel Schneider <[email protected]>2026-10-01 00:12:17 -0300
commit813a0b2bf3c110f2287d7136f0dfc540c0978cd6 (patch)
tree8250da85fde87d8cc4ccbbceaa304b1bed82be4e /shaders
parent714da820136ac89d6a79ed0141e7325829ab8204 (diff)
downloadpardes-813a0b2bf3c110f2287d7136f0dfc540c0978cd6.tar.gz
pardes-813a0b2bf3c110f2287d7136f0dfc540c0978cd6.zip
The GUI embeds its shaders' GLSL from shaders/ always: the 14 prebuilt copies, identical to their sources, go, and so does the label saying which was used
shaders/prebuilt/*.glsl were byte-identical to shaders/X.glsl or to prefix.glsl + post/X.glsl (checked with cmp, all 14), kept only so a -Dprebuilt-shaders build could name them; EffectCode and Config then labelled the GUI's shader source as live or prebuilt. The GUI embeds shaderSource (a concatenation, no glslc) either way now; the prebuilt SPIR-V stays, and zig build shaders refreshes only it. Config's report and EffectCode lose their GUI shader source line. Co-Authored-By: Claude Opus 5.5 <[email protected]>
Diffstat (limited to 'shaders')
-rw-r--r--shaders/prebuilt/bloom-down.frag.glsl39
-rw-r--r--shaders/prebuilt/bloom-up.frag.glsl26
-rw-r--r--shaders/prebuilt/decor.frag.glsl83
-rw-r--r--shaders/prebuilt/image.frag.glsl45
-rw-r--r--shaders/prebuilt/image.vert.glsl49
-rw-r--r--shaders/prebuilt/overlay.frag.glsl17
-rw-r--r--shaders/prebuilt/overlay.vert.glsl11
-rw-r--r--shaders/prebuilt/post-bloom.frag.glsl141
-rw-r--r--shaders/prebuilt/post-crt.frag.glsl186
-rw-r--r--shaders/prebuilt/post-grain.frag.glsl133
-rw-r--r--shaders/prebuilt/post-vignette.frag.glsl139
-rw-r--r--shaders/prebuilt/post.vert.glsl10
-rw-r--r--shaders/prebuilt/ui.frag.glsl93
-rw-r--r--shaders/prebuilt/ui.vert.glsl82
14 files changed, 0 insertions, 1054 deletions
diff --git a/shaders/prebuilt/bloom-down.frag.glsl b/shaders/prebuilt/bloom-down.frag.glsl
deleted file mode 100644
index 3465926d..00000000
--- a/shaders/prebuilt/bloom-down.frag.glsl
+++ /dev/null
@@ -1,39 +0,0 @@
-#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-up.frag.glsl b/shaders/prebuilt/bloom-up.frag.glsl
deleted file mode 100644
index 368076ed..00000000
--- a/shaders/prebuilt/bloom-up.frag.glsl
+++ /dev/null
@@ -1,26 +0,0 @@
-#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/decor.frag.glsl b/shaders/prebuilt/decor.frag.glsl
deleted file mode 100644
index bb1ef0d6..00000000
--- a/shaders/prebuilt/decor.frag.glsl
+++ /dev/null
@@ -1,83 +0,0 @@
-#version 450
-
-// 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;
- 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/image.frag.glsl b/shaders/prebuilt/image.frag.glsl
deleted file mode 100644
index 0cc1b2ee..00000000
--- a/shaders/prebuilt/image.frag.glsl
+++ /dev/null
@@ -1,45 +0,0 @@
-#version 450
-
-layout(set = 2, binding = 0) uniform sampler2D u_image;
-layout(std140, set = 3, binding = 0) uniform UiUniforms {
- float background_opacity;
-} u_ui;
-
-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;
-}
-
-void main() {
- vec4 source = texture(u_image, v_uv);
- // Keep source coverage for destination subtraction; the pipeline scales
- // source alpha by the same opacity through its alpha blend constant.
- source.rgb *= clamp(u_ui.background_opacity, 0.0, 1.0);
- 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;
- }
- o_col = source;
-}
diff --git a/shaders/prebuilt/image.vert.glsl b/shaders/prebuilt/image.vert.glsl
deleted file mode 100644
index 04196ce4..00000000
--- a/shaders/prebuilt/image.vert.glsl
+++ /dev/null
@@ -1,49 +0,0 @@
-#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/overlay.frag.glsl b/shaders/prebuilt/overlay.frag.glsl
deleted file mode 100644
index b5ac8d5a..00000000
--- a/shaders/prebuilt/overlay.frag.glsl
+++ /dev/null
@@ -1,17 +0,0 @@
-#version 450
-
-layout(std140, set = 3, binding = 0) uniform UiUniforms {
- float background_opacity;
-} u_ui;
-
-layout(location = 0) in vec4 v_color;
-
-layout(location = 0) out vec4 o_col;
-
-void main() {
- // Preserve shape coverage for destination subtraction. The pipeline uses
- // the matching opacity blend constant for source alpha, so graphics laid
- // over a background with the same opacity do not accumulate opaque seams.
- // Text/cursor draw groups bind opacity 1 instead.
- o_col = vec4(v_color.rgb * clamp(u_ui.background_opacity, 0.0, 1.0), v_color.a);
-}
diff --git a/shaders/prebuilt/overlay.vert.glsl b/shaders/prebuilt/overlay.vert.glsl
deleted file mode 100644
index 5f6be593..00000000
--- a/shaders/prebuilt/overlay.vert.glsl
+++ /dev/null
@@ -1,11 +0,0 @@
-#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/post-bloom.frag.glsl b/shaders/prebuilt/post-bloom.frag.glsl
deleted file mode 100644
index a84cf88a..00000000
--- a/shaders/prebuilt/post-bloom.frag.glsl
+++ /dev/null
@@ -1,141 +0,0 @@
-#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-crt.frag.glsl b/shaders/prebuilt/post-crt.frag.glsl
deleted file mode 100644
index ca44d014..00000000
--- a/shaders/prebuilt/post-crt.frag.glsl
+++ /dev/null
@@ -1,186 +0,0 @@
-#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
-// Crt: a slot-mask tube's light, with nothing that moves a pixel. There is
-// no barrel: every click lands where it is drawn, rails and grips at the
-// window's edges included. What is left is light: a beam profile for the
-// scanlines, an aperture mask, a soft bloom of the brightest ink, a faint
-// vignette and the hum of a live tube. Everything is worked out in linear
-// light and dithered back into 8 bits, so the vignette never bands. It is a
-// Shadertoy file: pardes puts its prefix before it (shaders/post/prefix.glsl).
-
-const float TAU = 6.28318530718;
-// Level 3 glows wider and from dimmer ink.
-float bloomRadiusPx() { return pardesByLevel(1.75, 1.75, 3.0); }
-float bloomThreshold() { return pardesByLevel(0.6, 0.6, 0.3); } // linear-light channel peak
-const float BLOOM_SOFTNESS = 0.25;
-const float SCAN_PERIOD_PX = 3.0;
-const float MASK_PERIOD_PX = 3.0;
-const float HUM_HZ = 0.11;
-
-// Each strength at levels 1, 2 and 3 (`Crt 1`..`Crt 3`): 2 is the default,
-// 3 as strong as the old barrel CRT looked.
-float chromaPx() { return pardesByLevel(0.2, 0.35, 2.2); } // red and blue apart, at the corners
-float bloomStrength() { return pardesByLevel(0.03, 0.05, 0.3); }
-float scanStrength() { return pardesByLevel(0.035, 0.07, 0.42); }
-float maskStrength() { return pardesByLevel(0.01, 0.018, 0.12); }
-float vignetteStrength() { return pardesByLevel(0.06, 0.12, 0.42); } // at the far corners only
-float humStrength() { return pardesByLevel(0.002, 0.004, 0.012); }
-float exposure() { return pardesByLevel(1.008, 1.015, 1.1); }
-
-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)));
-}
-
-vec3 scene(vec2 uv) {
- return toLinear(texture(iChannel0, uv).rgb);
-}
-
-vec3 brightPass(vec2 uv) {
- vec3 c = scene(uv);
- float peak = max(c.r, max(c.g, c.b));
- return c * smoothstep(bloomThreshold(), bloomThreshold() + BLOOM_SOFTNESS, peak);
-}
-
-// Interleaved gradient noise: a dither with no visible pattern.
-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 size = iResolution.xy;
- vec2 texel = 1.0 / size;
- vec2 uv = fragCoord / size;
- vec2 cc = uv * 2.0 - 1.0;
- float r2 = dot(cc, cc);
-
- // The beam converges least at the corners: red and blue drift apart
- // there, by a third of a pixel.
- vec2 chroma = cc * (chromaPx() * r2 * 0.5) * texel;
- vec3 col = vec3(scene(uv + chroma).r, scene(uv).g, scene(uv - chroma).b);
-
- vec2 b = texel * bloomRadiusPx();
- vec3 bloom = brightPass(uv + vec2(b.x, 0.0)) + brightPass(uv - vec2(b.x, 0.0)) +
- brightPass(uv + vec2(0.0, b.y)) + brightPass(uv - vec2(0.0, b.y));
- col += bloom * (0.25 * bloomStrength());
-
- // 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.
- // 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 * 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);
- col *= vignette * hum * exposure();
-
- vec3 srgb = toSrgb(col);
- srgb += (ign(fragCoord + float(iFrame % 64) * vec2(5.588238, 5.588238)) - 0.5) / 255.0;
- fragColor = vec4(clamp(srgb, 0.0, 1.0), texture(iChannel0, uv).a);
-}
diff --git a/shaders/prebuilt/post-grain.frag.glsl b/shaders/prebuilt/post-grain.frag.glsl
deleted file mode 100644
index a4a02e99..00000000
--- a/shaders/prebuilt/post-grain.frag.glsl
+++ /dev/null
@@ -1,133 +0,0 @@
-#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-vignette.frag.glsl b/shaders/prebuilt/post-vignette.frag.glsl
deleted file mode 100644
index d5737901..00000000
--- a/shaders/prebuilt/post-vignette.frag.glsl
+++ /dev/null
@@ -1,139 +0,0 @@
-#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.vert.glsl b/shaders/prebuilt/post.vert.glsl
deleted file mode 100644
index 86739a65..00000000
--- a/shaders/prebuilt/post.vert.glsl
+++ /dev/null
@@ -1,10 +0,0 @@
-#version 450
-
-// A post pass (docs/render-pipeline.md §6): one fullscreen triangle from
-// gl_VertexIndex, no vertex buffer. The Shadertoy fragment shader works from
-// gl_FragCoord, y down, as its 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/ui.frag.glsl b/shaders/prebuilt/ui.frag.glsl
deleted file mode 100644
index 51ec5b8c..00000000
--- a/shaders/prebuilt/ui.frag.glsl
+++ /dev/null
@@ -1,93 +0,0 @@
-#version 450
-
-// Sample the glyph atlas (R = coverage 0..1) and mix the cell's bg up to its fg
-// by that coverage. Output is PREMULTIPLIED: an opaque cell is unchanged.
-// WindowOpacity changes only the ground's coverage, never the glyph's ink.
-// A cell whose background is the see-through ground (config.gui_transparent,
-// a theme with no bg of its own) still contributes only its ink, at the ink's
-// own coverage, so the compositor keeps the rest.
-
-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;
-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;
-
-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 a = texture(u_atlas, v_uv).r;
- bool oldLayer = (v_effect.x & 0x80000000u) != 0u;
- // A block cursor is foreground chrome even though its fill occupies the
- // cell background: keep it visible at WindowOpacity 0. Otherwise a clear
- // theme ground has no coverage and ordinary backgrounds use the setting.
- // The three high flags are shared with ui.vert.glsl and src/gui/gui.zig.
- 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 & 0x07ffffffu;
- float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0);
-
- // 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.
- 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;
- // v_effect.z: how far its pane's text has moved the dots (G13's
- // parallax), in pixels, as a float's bits (0 without).
- vec2 at = gl_FragCoord.xy - vec2(0.0, uintBitsToFloat(v_effect.z));
- vec2 d = mod(at, 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 = 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) {
- if (!oldLayer) {
- o_col = cell;
- return;
- }
- if (progress >= 1.0) discard;
- o_col = cell * (1.0 - progress);
- return;
- }
-
- // FreeType's hinted grayscale bitmap is already the intended coverage.
- // Preserve it exactly; weight-changing gamma hacks blur small stems.
- o_col = cell;
-}
diff --git a/shaders/prebuilt/ui.vert.glsl b/shaders/prebuilt/ui.vert.glsl
deleted file mode 100644
index de22adee..00000000
--- a/shaders/prebuilt/ui.vert.glsl
+++ /dev/null
@@ -1,82 +0,0 @@
-#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 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
-// drops what lies outside it. x1 < x0 is none. A vertical transition clips
-// its pane's instances to the box the pane is growing into.
-layout(location = 7) in vec4 a_clip;
-
-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;
-layout(location = 5) flat out vec4 v_clip;
-
-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 & 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.
- 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;
- v_clip = a_clip;
- gl_Position = vec4(pos, 0.0, 1.0);
-}