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-rw-r--r--shaders/decor.frag.glsl24
-rw-r--r--shaders/prebuilt/decor.frag.glsl24
-rw-r--r--shaders/prebuilt/decor.frag.spvbin0 -> 2100 bytes
-rw-r--r--shaders/prebuilt/ui.frag.glsl3
-rw-r--r--shaders/prebuilt/ui.frag.spvbin4668 -> 5700 bytes
-rw-r--r--shaders/prebuilt/ui.vert.glsl6
-rw-r--r--shaders/prebuilt/ui.vert.spvbin5468 -> 5612 bytes
-rw-r--r--shaders/ui.frag.glsl3
-rw-r--r--shaders/ui.vert.glsl6
9 files changed, 66 insertions, 0 deletions
diff --git a/shaders/decor.frag.glsl b/shaders/decor.frag.glsl
new file mode 100644
index 00000000..4c2bd6d8
--- /dev/null
+++ b/shaders/decor.frag.glsl
@@ -0,0 +1,24 @@
+#version 450
+
+// Decor: a flat, hard-edged fill (a rule, a rail, a grip mark, a bar cursor)
+// that ui.vert.glsl places like a cell, its track's transition included. Its
+// colour rides in the cell's ground (a_bg) and its coverage in a_fg.r. The
+// pipeline blends it as the overlay pipeline does (backgroundLayerBlend), so
+// a fading rule shows through, and the result is that pipeline's exactly.
+// Ink (a cursor) is drawn with the opacity uniform at 1.
+
+layout(std140, set = 3, binding = 0) uniform UiUniforms {
+ float background_opacity;
+} u_ui;
+
+layout(location = 1) in vec3 v_fg;
+layout(location = 2) in vec3 v_bg;
+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;
+ o_col = vec4(v_bg * clamp(u_ui.background_opacity, 0.0, 1.0), v_fg.r);
+}
diff --git a/shaders/prebuilt/decor.frag.glsl b/shaders/prebuilt/decor.frag.glsl
new file mode 100644
index 00000000..4c2bd6d8
--- /dev/null
+++ b/shaders/prebuilt/decor.frag.glsl
@@ -0,0 +1,24 @@
+#version 450
+
+// Decor: a flat, hard-edged fill (a rule, a rail, a grip mark, a bar cursor)
+// that ui.vert.glsl places like a cell, its track's transition included. Its
+// colour rides in the cell's ground (a_bg) and its coverage in a_fg.r. The
+// pipeline blends it as the overlay pipeline does (backgroundLayerBlend), so
+// a fading rule shows through, and the result is that pipeline's exactly.
+// Ink (a cursor) is drawn with the opacity uniform at 1.
+
+layout(std140, set = 3, binding = 0) uniform UiUniforms {
+ float background_opacity;
+} u_ui;
+
+layout(location = 1) in vec3 v_fg;
+layout(location = 2) in vec3 v_bg;
+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;
+ o_col = vec4(v_bg * clamp(u_ui.background_opacity, 0.0, 1.0), v_fg.r);
+}
diff --git a/shaders/prebuilt/decor.frag.spv b/shaders/prebuilt/decor.frag.spv
new file mode 100644
index 00000000..7e162f5a
--- /dev/null
+++ b/shaders/prebuilt/decor.frag.spv
Binary files differ
diff --git a/shaders/prebuilt/ui.frag.glsl b/shaders/prebuilt/ui.frag.glsl
index 3c366602..0b099db3 100644
--- a/shaders/prebuilt/ui.frag.glsl
+++ b/shaders/prebuilt/ui.frag.glsl
@@ -17,6 +17,7 @@ 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;
@@ -31,6 +32,8 @@ float cellNoise(uint serial, uint col, uint row) {
}
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
diff --git a/shaders/prebuilt/ui.frag.spv b/shaders/prebuilt/ui.frag.spv
index 120438e7..033c10ab 100644
--- a/shaders/prebuilt/ui.frag.spv
+++ b/shaders/prebuilt/ui.frag.spv
Binary files differ
diff --git a/shaders/prebuilt/ui.vert.glsl b/shaders/prebuilt/ui.vert.glsl
index d23b609c..c1779add 100644
--- a/shaders/prebuilt/ui.vert.glsl
+++ b/shaders/prebuilt/ui.vert.glsl
@@ -19,12 +19,17 @@ layout(location = 5) in vec4 a_present_rect;
// the id is what is left below them; integer transport preserves the exact
// cross-backend hash.
layout(location = 6) in uvec4 a_effect;
+// A clip rectangle in target pixels (x0, y0, x1, y1): the fragment shader
+// drops what lies outside it. x1 < x0 is none. A vertical transition clips
+// its pane's instances to the box the pane is growing into.
+layout(location = 7) in vec4 a_clip;
layout(location = 0) out vec2 v_uv;
layout(location = 1) out vec3 v_fg;
layout(location = 2) out vec3 v_bg;
layout(location = 3) out vec2 v_cell_uv;
layout(location = 4) flat out uvec4 v_effect;
+layout(location = 5) flat out vec4 v_clip;
void main() {
vec2 pos;
@@ -70,5 +75,6 @@ void main() {
v_fg = a_fg;
v_bg = a_bg;
v_effect = a_effect;
+ v_clip = a_clip;
gl_Position = vec4(pos, 0.0, 1.0);
}
diff --git a/shaders/prebuilt/ui.vert.spv b/shaders/prebuilt/ui.vert.spv
index 659049dd..619a9690 100644
--- a/shaders/prebuilt/ui.vert.spv
+++ b/shaders/prebuilt/ui.vert.spv
Binary files differ
diff --git a/shaders/ui.frag.glsl b/shaders/ui.frag.glsl
index 3c366602..0b099db3 100644
--- a/shaders/ui.frag.glsl
+++ b/shaders/ui.frag.glsl
@@ -17,6 +17,7 @@ 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;
@@ -31,6 +32,8 @@ float cellNoise(uint serial, uint col, uint row) {
}
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
diff --git a/shaders/ui.vert.glsl b/shaders/ui.vert.glsl
index d23b609c..c1779add 100644
--- a/shaders/ui.vert.glsl
+++ b/shaders/ui.vert.glsl
@@ -19,12 +19,17 @@ layout(location = 5) in vec4 a_present_rect;
// the id is what is left below them; integer transport preserves the exact
// cross-backend hash.
layout(location = 6) in uvec4 a_effect;
+// A clip rectangle in target pixels (x0, y0, x1, y1): the fragment shader
+// drops what lies outside it. x1 < x0 is none. A vertical transition clips
+// its pane's instances to the box the pane is growing into.
+layout(location = 7) in vec4 a_clip;
layout(location = 0) out vec2 v_uv;
layout(location = 1) out vec3 v_fg;
layout(location = 2) out vec3 v_bg;
layout(location = 3) out vec2 v_cell_uv;
layout(location = 4) flat out uvec4 v_effect;
+layout(location = 5) flat out vec4 v_clip;
void main() {
vec2 pos;
@@ -70,5 +75,6 @@ void main() {
v_fg = a_fg;
v_bg = a_bg;
v_effect = a_effect;
+ v_clip = a_clip;
gl_Position = vec4(pos, 0.0, 1.0);
}