diff options
Diffstat (limited to 'shaders/post')
| -rw-r--r-- | shaders/post/bloom.glsl | 40 | ||||
| -rw-r--r-- | shaders/post/grain.glsl | 32 | ||||
| -rw-r--r-- | shaders/post/prefix.glsl | 27 | ||||
| -rw-r--r-- | shaders/post/vignette.glsl | 38 |
4 files changed, 135 insertions, 2 deletions
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 ยง8.2'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/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 7a50936e..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; @@ -44,13 +51,29 @@ layout(set = 3, binding = 0, std140) uniform Globals { // 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. -layout(set = 3, binding = 1, std140) uniform PardesPost { +// 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); +} |
