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-rw-r--r--shaders/prebuilt/post-bloom.frag.glsl141
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diff --git a/shaders/prebuilt/post-bloom.frag.glsl b/shaders/prebuilt/post-bloom.frag.glsl
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--- a/shaders/prebuilt/post-bloom.frag.glsl
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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);
-}