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-rw-r--r--shaders/prebuilt/ui.frag.glsl32
1 files changed, 30 insertions, 2 deletions
diff --git a/shaders/prebuilt/ui.frag.glsl b/shaders/prebuilt/ui.frag.glsl
index dca224ba..62dbbfa2 100644
--- a/shaders/prebuilt/ui.frag.glsl
+++ b/shaders/prebuilt/ui.frag.glsl
@@ -10,6 +10,12 @@
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;
@@ -43,7 +49,7 @@ void main() {
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 & 0x0fffffffu;
+ uint effect = v_effect.x & 0x07ffffffu;
float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0);
uint cellCol = v_effect.w & 0xffffu;
uint cellRow = v_effect.w >> 16;
@@ -52,7 +58,29 @@ void main() {
// 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.
- vec4 cell = vec4(mix(v_bg * bgA, v_fg, a), mix(bgA, 1.0, a));
+ 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;
+ vec2 d = mod(gl_FragCoord.xy, 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 = data dissolve. Changed cells retain the frozen old cell until their
// stable threshold, then atomically become the new cell. Exact endpoints