diff options
Diffstat (limited to 'shaders/ui.frag.glsl')
| -rw-r--r-- | shaders/ui.frag.glsl | 32 |
1 files changed, 30 insertions, 2 deletions
diff --git a/shaders/ui.frag.glsl b/shaders/ui.frag.glsl index dca224ba..62dbbfa2 100644 --- a/shaders/ui.frag.glsl +++ b/shaders/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 |
