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Diffstat (limited to 'shaders/prebuilt/post-bloom.frag.glsl')
| -rw-r--r-- | shaders/prebuilt/post-bloom.frag.glsl | 141 |
1 files changed, 0 insertions, 141 deletions
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); -} |
