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+#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);
+}