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-rw-r--r--shaders/prebuilt/post-crt.frag.glsl51
-rw-r--r--shaders/prebuilt/post-crt.frag.spvbin9480 -> 12424 bytes
-rw-r--r--shaders/prebuilt/post-glitch.frag.glsl47
-rw-r--r--shaders/prebuilt/post-glitch.frag.spvbin8308 -> 10764 bytes
-rw-r--r--shaders/prebuilt/post-ripple.frag.glsl34
-rw-r--r--shaders/prebuilt/post-ripple.frag.spvbin7180 -> 9096 bytes
6 files changed, 82 insertions, 50 deletions
diff --git a/shaders/prebuilt/post-crt.frag.glsl b/shaders/prebuilt/post-crt.frag.glsl
index 11b95272..c2cadfa2 100644
--- a/shaders/prebuilt/post-crt.frag.glsl
+++ b/shaders/prebuilt/post-crt.frag.glsl
@@ -39,12 +39,19 @@ layout(set = 3, binding = 0, std140) uniform Globals {
uniform vec3 iSelectionBackgroundColor;
};
-// pardes's own: 1 when the window is opaque, so a pass cannot punch holes
-// in it through its alpha.
+// 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.
layout(set = 3, binding = 1, std140) uniform PardesPost {
float pardesOpaque;
+ float pardesLevel;
};
+// 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
@@ -74,19 +81,23 @@ void main() {
// Shadertoy file: pardes puts its prefix before it (shaders/post/prefix.glsl).
const float TAU = 6.28318530718;
-const float CHROMA_PX = 0.35; // red and blue apart, at the corners
-const float BLOOM_RADIUS_PX = 1.75;
-const float BLOOM_THRESHOLD = 0.60; // linear-light channel peak
+// Level 3 glows wider and from dimmer ink.
+float bloomRadiusPx() { return pardesByLevel(1.75, 1.75, 3.0); }
+float bloomThreshold() { return pardesByLevel(0.6, 0.6, 0.3); } // linear-light channel peak
const float BLOOM_SOFTNESS = 0.25;
-const float BLOOM_STRENGTH = 0.05;
const float SCAN_PERIOD_PX = 3.0;
-const float SCAN_STRENGTH = 0.07;
const float MASK_PERIOD_PX = 3.0;
-const float MASK_STRENGTH = 0.018;
-const float VIGNETTE_STRENGTH = 0.12; // at the far corners only
-const float HUM_STRENGTH = 0.004;
const float HUM_HZ = 0.11;
-const float EXPOSURE = 1.015;
+
+// Each strength at levels 1, 2 and 3 (`Crt 1`..`Crt 3`): 2 is the default,
+// 3 as strong as the old barrel CRT looked.
+float chromaPx() { return pardesByLevel(0.2, 0.35, 2.2); } // red and blue apart, at the corners
+float bloomStrength() { return pardesByLevel(0.03, 0.05, 0.3); }
+float scanStrength() { return pardesByLevel(0.035, 0.07, 0.42); }
+float maskStrength() { return pardesByLevel(0.01, 0.018, 0.12); }
+float vignetteStrength() { return pardesByLevel(0.06, 0.12, 0.42); } // at the far corners only
+float humStrength() { return pardesByLevel(0.002, 0.004, 0.012); }
+float exposure() { return pardesByLevel(1.008, 1.015, 1.1); }
vec3 toLinear(vec3 c) {
return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045)));
@@ -104,7 +115,7 @@ vec3 scene(vec2 uv) {
vec3 brightPass(vec2 uv) {
vec3 c = scene(uv);
float peak = max(c.r, max(c.g, c.b));
- return c * smoothstep(BLOOM_THRESHOLD, BLOOM_THRESHOLD + BLOOM_SOFTNESS, peak);
+ return c * smoothstep(bloomThreshold(), bloomThreshold() + BLOOM_SOFTNESS, peak);
}
// Interleaved gradient noise: a dither with no visible pattern.
@@ -121,24 +132,24 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
// The beam converges least at the corners: red and blue drift apart
// there, by a third of a pixel.
- vec2 chroma = cc * (CHROMA_PX * r2 * 0.5) * texel;
+ vec2 chroma = cc * (chromaPx() * r2 * 0.5) * texel;
vec3 col = vec3(scene(uv + chroma).r, scene(uv).g, scene(uv - chroma).b);
- vec2 b = texel * BLOOM_RADIUS_PX;
+ vec2 b = texel * bloomRadiusPx();
vec3 bloom = brightPass(uv + vec2(b.x, 0.0)) + brightPass(uv - vec2(b.x, 0.0)) +
brightPass(uv + vec2(0.0, b.y)) + brightPass(uv - vec2(0.0, b.y));
- col += bloom * (0.25 * BLOOM_STRENGTH);
+ col += bloom * (0.25 * bloomStrength());
// A beam is brightest on its line and falls off between lines; the
// mask is three phosphor stripes a triad. Both average to one, so the
// theme keeps its brightness.
float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / SCAN_PERIOD_PX);
- col *= 1.0 - SCAN_STRENGTH * (line * line - 0.375) / 0.625;
- col *= 1.0 + MASK_STRENGTH * cos(fragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0));
+ col *= 1.0 - scanStrength() * (line * line - 0.375) / 0.625;
+ col *= 1.0 + maskStrength() * cos(fragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0));
- float vignette = 1.0 - VIGNETTE_STRENGTH * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6);
- float hum = 1.0 + HUM_STRENGTH * sin((uv.y * 1.35 - iTime * HUM_HZ) * TAU);
- col *= vignette * hum * EXPOSURE;
+ float vignette = 1.0 - vignetteStrength() * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6);
+ float hum = 1.0 + humStrength() * sin((uv.y * 1.35 - iTime * HUM_HZ) * TAU);
+ col *= vignette * hum * exposure();
vec3 srgb = toSrgb(col);
srgb += (ign(fragCoord + float(iFrame % 64) * vec2(5.588238, 5.588238)) - 0.5) / 255.0;
diff --git a/shaders/prebuilt/post-crt.frag.spv b/shaders/prebuilt/post-crt.frag.spv
index e4d98138..6599abd9 100644
--- a/shaders/prebuilt/post-crt.frag.spv
+++ b/shaders/prebuilt/post-crt.frag.spv
Binary files differ
diff --git a/shaders/prebuilt/post-glitch.frag.glsl b/shaders/prebuilt/post-glitch.frag.glsl
index 46538452..7b288237 100644
--- a/shaders/prebuilt/post-glitch.frag.glsl
+++ b/shaders/prebuilt/post-glitch.frag.glsl
@@ -39,12 +39,19 @@ layout(set = 3, binding = 0, std140) uniform Globals {
uniform vec3 iSelectionBackgroundColor;
};
-// pardes's own: 1 when the window is opaque, so a pass cannot punch holes
-// in it through its alpha.
+// 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.
layout(set = 3, binding = 1, std140) uniform PardesPost {
float pardesOpaque;
+ float pardesLevel;
};
+// 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
@@ -65,7 +72,8 @@ void main() {
// The shader's own lines count from 1, so glslc's errors name them.
#line 1
-// Glitch: now and then the signal slips. Every couple of seconds a short
+// Glitch: now and then the signal slips. At the default level, every couple
+// of seconds a short
// burst tears a few horizontal bands sideways and pulls their red and blue
// apart; the bands are sized in pixels and the burst eases in and out over
// a fraction of a second, so it reads as one event rather than a flicker,
@@ -74,12 +82,15 @@ void main() {
// A torn band's brightness dips in linear light. It is a Shadertoy file:
// pardes puts its prefix before it.
-const float PERIOD = 2.4; // seconds between bursts, on average
-const float BURST = 0.28; // seconds a burst lasts
-const float STEP_HZ = 24.0; // how often a burst re-tears
-const float SHIFT_PX = 14.0;
-const float SPLIT_PX = 2.5;
-const float DIP = 0.12;
+// Each at levels 1, 2 and 3 (`Glitch 1`..`Glitch 3`); 2 is the default. A
+// higher level slips more often and harder.
+float period() { return pardesByLevel(4.5, 2.4, 0.55); } // seconds between bursts, on average
+float burst() { return pardesByLevel(0.2, 0.28, 0.5); } // seconds a burst lasts
+float stepHz() { return pardesByLevel(20.0, 24.0, 30.0); } // how often a burst re-tears
+float shiftPx() { return pardesByLevel(8.0, 14.0, 34.0); }
+float splitPx() { return pardesByLevel(1.5, 2.5, 6.0); }
+float dip() { return pardesByLevel(0.08, 0.12, 0.22); }
+float tearFrom() { return pardesByLevel(0.8, 0.72, 0.35); } // how few bands tear
float hash(vec2 p) {
vec3 q = fract(vec3(p.xyx) * 0.1031);
@@ -101,27 +112,27 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
vec2 uv = fragCoord / size;
// Which burst window this is, when in it the burst starts, and how far
// into the burst we are: 0 outside one.
- float window = floor(iTime / PERIOD);
- float start = window * PERIOD + hash(vec2(window, 7.0)) * (PERIOD - BURST);
- float t = (iTime - start) / BURST;
+ float window = floor(iTime / period());
+ float start = window * period() + hash(vec2(window, 7.0)) * (period() - burst());
+ float t = (iTime - start) / burst();
float live = step(0.0, t) * step(t, 1.0);
float envelope = live * sin(3.14159265 * clamp(t, 0.0, 1.0));
if (envelope <= 0.0) {
fragColor = texture(iChannel0, uv);
return;
}
- // Bands of 6 to 40 px, re-cut at STEP_HZ during the burst; about one
+ // Bands of 6 to 40 px, re-cut at stepHz() during the burst; about one
// band in four tears.
- float tick = floor(iTime * STEP_HZ);
+ float tick = floor(iTime * stepHz());
float band_px = mix(6.0, 40.0, hash(vec2(tick, 3.0)));
float band = floor(fragCoord.y / band_px);
float roll = hash(vec2(band, tick));
- float tear = smoothstep(0.72, 0.9, roll) * envelope;
- float shift = (hash(vec2(tick, band + 11.0)) - 0.5) * 2.0 * SHIFT_PX * tear;
+ float tear = smoothstep(tearFrom(), tearFrom() + 0.18, roll) * envelope;
+ float shift = (hash(vec2(tick, band + 11.0)) - 0.5) * 2.0 * shiftPx() * tear;
vec2 at = vec2(fragCoord.x + shift, fragCoord.y);
- vec2 split = vec2(SPLIT_PX * tear, 0.0);
+ vec2 split = vec2(splitPx() * tear, 0.0);
vec4 center = texture(iChannel0, at / size);
vec3 col = vec3(texture(iChannel0, (at + split) / size).r, center.g, texture(iChannel0, (at - split) / size).b);
- col = toSrgb(toLinear(col) * (1.0 - DIP * tear));
+ col = toSrgb(toLinear(col) * (1.0 - dip() * tear));
fragColor = vec4(col, center.a);
}
diff --git a/shaders/prebuilt/post-glitch.frag.spv b/shaders/prebuilt/post-glitch.frag.spv
index 8a224958..619616a8 100644
--- a/shaders/prebuilt/post-glitch.frag.spv
+++ b/shaders/prebuilt/post-glitch.frag.spv
Binary files differ
diff --git a/shaders/prebuilt/post-ripple.frag.glsl b/shaders/prebuilt/post-ripple.frag.glsl
index 28059def..d29a4c22 100644
--- a/shaders/prebuilt/post-ripple.frag.glsl
+++ b/shaders/prebuilt/post-ripple.frag.glsl
@@ -39,12 +39,19 @@ layout(set = 3, binding = 0, std140) uniform Globals {
uniform vec3 iSelectionBackgroundColor;
};
-// pardes's own: 1 when the window is opaque, so a pass cannot punch holes
-// in it through its alpha.
+// 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.
layout(set = 3, binding = 1, std140) uniform PardesPost {
float pardesOpaque;
+ float pardesLevel;
};
+// 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
@@ -67,19 +74,22 @@ void main() {
#line 1
// Ripple: the page as a still pool a slow swell crosses. Rings travel out
// from the middle of the window at a fixed speed in pixels, so they look
-// the same at any size and frame rate; the displacement is at most a couple
-// of pixels, so text stays readable, and it eases in over its first half
+// the same at any size and frame rate; at the default level the displacement
+// is at most a couple of pixels, so text stays readable, and it eases in over its first half
// second instead of snapping on. Each ring catches the light a little on its
// rising side, in linear light, and the result is dithered so the shading
// never bands. It is a Shadertoy file: pardes puts its prefix before it.
const float TAU = 6.28318530718;
-const float WAVELENGTH_PX = 150.0;
-const float SPEED_PX = 55.0; // outward, per second
-const float AMPLITUDE_PX = 2.2;
-const float SHADE = 0.035; // light on a slope, linear
const float EASE_IN = 0.5; // seconds
+// Each at levels 1, 2 and 3 (`Ripple 1`..`Ripple 3`); 2 is the default.
+float wavelengthPx() { return pardesByLevel(170.0, 150.0, 120.0); }
+float speedPx() { return pardesByLevel(40.0, 55.0, 80.0); } // outward, per second
+float amplitudePx() { return pardesByLevel(1.2, 2.2, 5.0); }
+float shade() { return pardesByLevel(0.02, 0.035, 0.09); } // light on a slope, linear
+float reachEnd() { return pardesByLevel(0.85, 0.95, 1.3); } // how far out it dies away
+
vec3 toLinear(vec3 c) {
return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045)));
}
@@ -101,16 +111,16 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) {
float reach = 0.5 * length(size);
// Strongest a third of the way out, fading to nothing at the middle
// and at the edges, so the window's frame never wobbles.
- float envelope = smoothstep(0.0, 0.18, radius / reach) * (1.0 - smoothstep(0.35, 0.95, radius / reach));
+ float envelope = smoothstep(0.0, 0.18, radius / reach) * (1.0 - smoothstep(0.35, reachEnd(), radius / reach));
float ease = smoothstep(0.0, EASE_IN, iTime);
- float phase = (radius - iTime * SPEED_PX) * TAU / WAVELENGTH_PX;
+ float phase = (radius - iTime * speedPx()) * TAU / wavelengthPx();
float height = sin(phase);
float slope = cos(phase);
vec2 dir = offset / max(radius, 1e-3);
- vec2 moved = fragCoord + dir * height * AMPLITUDE_PX * envelope * ease;
+ vec2 moved = fragCoord + dir * height * amplitudePx() * envelope * ease;
vec4 s = texture(iChannel0, moved / size);
- vec3 col = toLinear(s.rgb) * (1.0 + SHADE * slope * envelope * ease);
+ vec3 col = toLinear(s.rgb) * (1.0 + shade() * slope * envelope * ease);
vec3 srgb = toSrgb(col) + (ign(fragCoord + float(iFrame % 64) * 5.588238) - 0.5) / 255.0;
fragColor = vec4(clamp(srgb, 0.0, 1.0), s.a);
}
diff --git a/shaders/prebuilt/post-ripple.frag.spv b/shaders/prebuilt/post-ripple.frag.spv
index 1a105a33..5f05f9f3 100644
--- a/shaders/prebuilt/post-ripple.frag.spv
+++ b/shaders/prebuilt/post-ripple.frag.spv
Binary files differ