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-rw-r--r--shaders/prebuilt/ui.frag.glsl93
1 files changed, 0 insertions, 93 deletions
diff --git a/shaders/prebuilt/ui.frag.glsl b/shaders/prebuilt/ui.frag.glsl
deleted file mode 100644
index 51ec5b8c..00000000
--- a/shaders/prebuilt/ui.frag.glsl
+++ /dev/null
@@ -1,93 +0,0 @@
-#version 450
-
-// Sample the glyph atlas (R = coverage 0..1) and mix the cell's bg up to its fg
-// by that coverage. Output is PREMULTIPLIED: an opaque cell is unchanged.
-// WindowOpacity changes only the ground's coverage, never the glyph's ink.
-// A cell whose background is the see-through ground (config.gui_transparent,
-// a theme with no bg of its own) still contributes only its ink, at the ink's
-// own coverage, so the compositor keeps the rest.
-
-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;
-layout(location = 1) in vec3 v_fg;
-layout(location = 2) in vec3 v_bg;
-layout(location = 3) in vec2 v_cell_uv;
-layout(location = 4) flat in uvec4 v_effect;
-layout(location = 5) flat in vec4 v_clip;
-
-layout(location = 0) out vec4 o_col;
-
-void main() {
- if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z ||
- gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard;
- float a = texture(u_atlas, v_uv).r;
- bool oldLayer = (v_effect.x & 0x80000000u) != 0u;
- // A block cursor is foreground chrome even though its fill occupies the
- // cell background: keep it visible at WindowOpacity 0. Otherwise a clear
- // theme ground has no coverage and ordinary backgrounds use the setting.
- // The three high flags are shared with ui.vert.glsl and src/gui/gui.zig.
- 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 & 0x07ffffffu;
- float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0);
-
- // 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.
- 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;
- // v_effect.z: how far its pane's text has moved the dots (G13's
- // parallax), in pixels, as a float's bits (0 without).
- vec2 at = gl_FragCoord.xy - vec2(0.0, uintBitsToFloat(v_effect.z));
- vec2 d = mod(at, 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 = dissolve, a crossfade (G7): a changed cell's new form is drawn
- // first, whole, and its frozen old one over it at 1 - progress,
- // premultiplied (the frame's cells blend over, pipeline_over), so the
- // old fades out as the new comes in; at the ends, exactly one of them.
- // The tty keeps its per-cell swap (panel_animation.dissolveRevealed).
- if (effect == 3u) {
- if (!oldLayer) {
- o_col = cell;
- return;
- }
- if (progress >= 1.0) discard;
- o_col = cell * (1.0 - progress);
- return;
- }
-
- // FreeType's hinted grayscale bitmap is already the intended coverage.
- // Preserve it exactly; weight-changing gamma hacks blur small stems.
- o_col = cell;
-}