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-rw-r--r--shaders/bloom-down.frag.glsl39
-rw-r--r--shaders/bloom-up.frag.glsl26
-rw-r--r--shaders/post/bloom.glsl40
-rw-r--r--shaders/post/grain.glsl32
-rw-r--r--shaders/post/prefix.glsl27
-rw-r--r--shaders/post/vignette.glsl38
-rw-r--r--shaders/prebuilt/bloom-down.frag.glsl39
-rw-r--r--shaders/prebuilt/bloom-down.frag.spvbin0 -> 3876 bytes
-rw-r--r--shaders/prebuilt/bloom-up.frag.glsl26
-rw-r--r--shaders/prebuilt/bloom-up.frag.spvbin0 -> 3504 bytes
-rw-r--r--shaders/prebuilt/post-bloom.frag.glsl141
-rw-r--r--shaders/prebuilt/post-bloom.frag.spvbin0 -> 8500 bytes
-rw-r--r--shaders/prebuilt/post-crt.frag.glsl27
-rw-r--r--shaders/prebuilt/post-crt.frag.spvbin12668 -> 13092 bytes
-rw-r--r--shaders/prebuilt/post-grain.frag.glsl133
-rw-r--r--shaders/prebuilt/post-grain.frag.spvbin0 -> 8236 bytes
-rw-r--r--shaders/prebuilt/post-vignette.frag.glsl139
-rw-r--r--shaders/prebuilt/post-vignette.frag.spvbin0 -> 8652 bytes
18 files changed, 703 insertions, 4 deletions
diff --git a/shaders/bloom-down.frag.glsl b/shaders/bloom-down.frag.glsl
new file mode 100644
index 00000000..3465926d
--- /dev/null
+++ b/shaders/bloom-down.frag.glsl
@@ -0,0 +1,39 @@
+#version 450
+
+// Bloom, down (docs/effects.md G4): one step of a dual Kawase filter, a
+// source half as big again sampled at five points, the first step over the
+// frame through a bright pass in linear light. Written to a float target.
+
+layout(set = 2, binding = 0) uniform sampler2D source;
+layout(std140, set = 3, binding = 0) uniform BloomStep {
+ // xy: a source texel; zw: a target texel.
+ vec4 texels;
+ // x: the bright pass's threshold on a channel's linear peak (above the
+ // page's own), 0 for none (a later step); y: its soft knee.
+ vec4 pass;
+} u;
+
+layout(location = 0) out vec4 o_col;
+
+vec3 toLinear(vec3 c) {
+ return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045)));
+}
+
+vec3 tap(vec2 uv) {
+ vec3 c = texture(source, uv).rgb;
+ if (u.pass.x <= 0.0) return c;
+ c = toLinear(c);
+ float peak = max(c.r, max(c.g, c.b));
+ return c * smoothstep(u.pass.x, u.pass.x + u.pass.y, peak);
+}
+
+void main() {
+ vec2 uv = gl_FragCoord.xy * u.texels.zw;
+ vec2 h = 0.5 * u.texels.xy;
+ vec3 sum = tap(uv) * 4.0;
+ sum += tap(uv - h);
+ sum += tap(uv + h);
+ sum += tap(uv + vec2(h.x, -h.y));
+ sum += tap(uv - vec2(h.x, -h.y));
+ o_col = vec4(sum / 8.0, 1.0);
+}
diff --git a/shaders/bloom-up.frag.glsl b/shaders/bloom-up.frag.glsl
new file mode 100644
index 00000000..368076ed
--- /dev/null
+++ b/shaders/bloom-up.frag.glsl
@@ -0,0 +1,26 @@
+#version 450
+
+// Bloom, up (docs/effects.md G4): one step of a dual Kawase filter back up,
+// a tent of eight points over the smaller level. Float target.
+
+layout(set = 2, binding = 0) uniform sampler2D source;
+layout(std140, set = 3, binding = 0) uniform BloomStep {
+ vec4 texels;
+ vec4 pass;
+} u;
+
+layout(location = 0) out vec4 o_col;
+
+void main() {
+ vec2 uv = gl_FragCoord.xy * u.texels.zw;
+ vec2 h = 0.5 * u.texels.xy;
+ vec3 sum = texture(source, uv + vec2(-2.0 * h.x, 0.0)).rgb;
+ sum += texture(source, uv + vec2(-h.x, h.y)).rgb * 2.0;
+ sum += texture(source, uv + vec2(0.0, 2.0 * h.y)).rgb;
+ sum += texture(source, uv + vec2(h.x, h.y)).rgb * 2.0;
+ sum += texture(source, uv + vec2(2.0 * h.x, 0.0)).rgb;
+ sum += texture(source, uv + vec2(h.x, -h.y)).rgb * 2.0;
+ sum += texture(source, uv + vec2(0.0, -2.0 * h.y)).rgb;
+ sum += texture(source, uv + vec2(-h.x, -h.y)).rgb * 2.0;
+ o_col = vec4(sum / 12.0, 1.0);
+}
diff --git a/shaders/post/bloom.glsl b/shaders/post/bloom.glsl
new file mode 100644
index 00000000..d54a0aac
--- /dev/null
+++ b/shaders/post/bloom.glsl
@@ -0,0 +1,40 @@
+// Bloom: the brightest ink glows, a little. The glow itself is made by the
+// shell at half resolution and below (bloom-down, bloom-up: a dual Kawase
+// filter over a bright pass, in linear light) and arrives here in
+// pardesBloom; this pass adds it to the frame. Only true highlights pass
+// the threshold, and the strength stays in §8.2's budget (at most 5%) and
+// under pardesCap, so no text or selection loses contrast below its own or
+// 4.5. Tags, grips, notices and the cursor are left alone (pardesSpare).
+// It is a Shadertoy file: pardes puts its prefix before it.
+
+layout(set = 2, binding = 1) uniform sampler2D pardesBloom;
+
+float strength() { return min(pardesByLevel(0.02, 0.035, 0.05), pardesCap); }
+
+vec3 toLinear(vec3 c) {
+ return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045)));
+}
+
+vec3 toSrgb(vec3 c) {
+ c = max(c, vec3(0.0));
+ return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308)));
+}
+
+float ign(vec2 p) {
+ return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715))));
+}
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord) {
+ vec2 uv = fragCoord / iResolution.xy;
+ vec4 frame = texture(iChannel0, uv);
+ if (pardesSpared(fragCoord)) {
+ fragColor = frame;
+ return;
+ }
+ vec3 glow = texture(pardesBloom, uv).rgb;
+ vec3 col = toLinear(frame.rgb) + glow * strength();
+ vec3 srgb = toSrgb(col);
+ // Dithered: a glow's long falloff never bands.
+ srgb += (ign(fragCoord) - 0.5) / 255.0 * step(1e-4, dot(glow, vec3(1.0)));
+ fragColor = vec4(clamp(srgb, 0.0, 1.0), frame.a);
+}
diff --git a/shaders/post/grain.glsl b/shaders/post/grain.glsl
new file mode 100644
index 00000000..61c51492
--- /dev/null
+++ b/shaders/post/grain.glsl
@@ -0,0 +1,32 @@
+// Grain: the page's own ground takes a fine, still grain, like paper. Only
+// pixels of the page's colour (iBackgroundColor) are grained: no glyph, no
+// selection, no tag or rule, and nothing in pardesSpare. The grain averages
+// to the page, is a logical pixel big (pardesScale), and never moves, so it
+// costs no frames. At most 1.5, 3 and 5 of 255 at levels 1 to 3, and never
+// more than pardesCap, which keeps the text on it at its own contrast or 4.5.
+// It is a Shadertoy file: pardes puts its prefix before it.
+
+float amplitude() { return min(pardesByLevel(1.5, 3.0, 5.0) / 255.0, pardesCap); }
+
+// An integer hash of the grain cell: white, with no pattern to see.
+float hash(uvec2 p) {
+ uint h = p.x * 1664525u + p.y * 1013904223u;
+ h ^= h >> 16;
+ h *= 2246822519u;
+ h ^= h >> 13;
+ h *= 3266489917u;
+ h ^= h >> 16;
+ return float(h) / 4294967295.0;
+}
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord) {
+ vec2 uv = fragCoord / iResolution.xy;
+ vec4 frame = texture(iChannel0, uv);
+ fragColor = frame;
+ vec3 page = iBackgroundColor.rgb;
+ if (any(greaterThan(abs(frame.rgb - page), vec3(0.75 / 255.0))) || pardesSpared(fragCoord)) return;
+ uvec2 cell = uvec2(fragCoord / max(1.0, pardesScale));
+ // Two hashes summed: a triangular spread, softer than a flat one.
+ float n = hash(cell) + hash(cell + uvec2(7919u, 104729u)) - 1.0;
+ fragColor = vec4(clamp(page + n * amplitude(), 0.0, 1.0), frame.a);
+}
diff --git a/shaders/post/prefix.glsl b/shaders/post/prefix.glsl
index 7a50936e..44c5e0f8 100644
--- a/shaders/post/prefix.glsl
+++ b/shaders/post/prefix.glsl
@@ -30,7 +30,14 @@ layout(set = 3, binding = 0, std140) uniform Globals {
uniform float iTimeCursorChange;
uniform float iTimeFocus;
uniform int iFocus;
+};
+// ghostty's one block, cut in three: SDL GPU binds at most 4 KiB of a
+// uniform block (Vulkan), and the palette alone is 4 KiB. The names and
+// their order are ghostty's; each block is a slice of the same memory.
+layout(set = 3, binding = 1, std140) uniform Palette {
uniform vec3 iPalette[256];
+};
+layout(set = 3, binding = 2, std140) uniform Colors {
uniform vec3 iBackgroundColor;
uniform vec3 iForegroundColor;
uniform vec3 iCursorColor;
@@ -44,13 +51,29 @@ layout(set = 3, binding = 0, std140) uniform Globals {
// pass's strength, 1 to 3 (`Crt 3`), and 0 for a user's file; pardesScale
// is the display's density (2 on a 2x screen), for a pass whose pattern is
// in logical pixels. iResolution, fragCoord and iMouse stay in the display's
-// pixels, as ghostty's do.
-layout(set = 3, binding = 1, std140) uniform PardesPost {
+// pixels, as ghostty's do. pardesCap is the most a bundled pass may do on
+// this theme and still leave its text, and its selection's, at their own
+// contrast or 4.5 (docs/effects.md); pardesSpare holds pardesSpareCount
+// rectangles (x0, y0, x1, y1 in fragCoord's pixels) a bundled pass leaves
+// alone: every tag, grip and notice, and the cursor, so no pass ever touches
+// a focus indicator.
+layout(set = 3, binding = 3, std140) uniform PardesPost {
float pardesOpaque;
float pardesLevel;
float pardesScale;
+ float pardesCap;
+ float pardesSpareCount;
+ vec4 pardesSpare[32];
};
+bool pardesSpared(vec2 p) {
+ for (int i = 0; i < int(pardesSpareCount); i++) {
+ vec4 r = pardesSpare[i];
+ if (p.x >= r.x && p.y >= r.y && p.x < r.z && p.y < r.w) return true;
+ }
+ return false;
+}
+
// 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);
diff --git a/shaders/post/vignette.glsl b/shaders/post/vignette.glsl
new file mode 100644
index 00000000..30dc2e0f
--- /dev/null
+++ b/shaders/post/vignette.glsl
@@ -0,0 +1,38 @@
+// Vignette: the window's corners fall a little into shade, in linear light,
+// so the eye settles on the middle. Round, whatever the window's shape;
+// nothing within half the way to a corner is touched. At most 28% at the
+// far corners (level 3), and never more than pardesCap, so text and its
+// selection keep their own contrast or 4.5. Tags, grips, notices and the
+// cursor are left alone (pardesSpare): the focus indicators never darken.
+// It is a Shadertoy file: pardes puts its prefix before it.
+
+float strength() { return min(pardesByLevel(0.10, 0.18, 0.28), pardesCap); }
+
+vec3 toLinear(vec3 c) {
+ return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045)));
+}
+
+vec3 toSrgb(vec3 c) {
+ c = max(c, vec3(0.0));
+ return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308)));
+}
+
+float ign(vec2 p) {
+ return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715))));
+}
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord) {
+ vec2 uv = fragCoord / iResolution.xy;
+ vec4 frame = texture(iChannel0, uv);
+ if (pardesSpared(fragCoord)) {
+ fragColor = frame;
+ return;
+ }
+ // 0 at the middle, 1 at a corner, on a circle's measure.
+ vec2 half_size = 0.5 * iResolution.xy;
+ float r = length(fragCoord - half_size) / length(half_size);
+ float shade = strength() * pow(smoothstep(0.5, 1.0, r), 1.5);
+ vec3 srgb = toSrgb(toLinear(frame.rgb) * (1.0 - shade));
+ srgb += (ign(fragCoord) - 0.5) / 255.0 * step(1e-4, shade);
+ fragColor = vec4(clamp(srgb, 0.0, 1.0), frame.a);
+}
diff --git a/shaders/prebuilt/bloom-down.frag.glsl b/shaders/prebuilt/bloom-down.frag.glsl
new file mode 100644
index 00000000..3465926d
--- /dev/null
+++ b/shaders/prebuilt/bloom-down.frag.glsl
@@ -0,0 +1,39 @@
+#version 450
+
+// Bloom, down (docs/effects.md G4): one step of a dual Kawase filter, a
+// source half as big again sampled at five points, the first step over the
+// frame through a bright pass in linear light. Written to a float target.
+
+layout(set = 2, binding = 0) uniform sampler2D source;
+layout(std140, set = 3, binding = 0) uniform BloomStep {
+ // xy: a source texel; zw: a target texel.
+ vec4 texels;
+ // x: the bright pass's threshold on a channel's linear peak (above the
+ // page's own), 0 for none (a later step); y: its soft knee.
+ vec4 pass;
+} u;
+
+layout(location = 0) out vec4 o_col;
+
+vec3 toLinear(vec3 c) {
+ return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045)));
+}
+
+vec3 tap(vec2 uv) {
+ vec3 c = texture(source, uv).rgb;
+ if (u.pass.x <= 0.0) return c;
+ c = toLinear(c);
+ float peak = max(c.r, max(c.g, c.b));
+ return c * smoothstep(u.pass.x, u.pass.x + u.pass.y, peak);
+}
+
+void main() {
+ vec2 uv = gl_FragCoord.xy * u.texels.zw;
+ vec2 h = 0.5 * u.texels.xy;
+ vec3 sum = tap(uv) * 4.0;
+ sum += tap(uv - h);
+ sum += tap(uv + h);
+ sum += tap(uv + vec2(h.x, -h.y));
+ sum += tap(uv - vec2(h.x, -h.y));
+ o_col = vec4(sum / 8.0, 1.0);
+}
diff --git a/shaders/prebuilt/bloom-down.frag.spv b/shaders/prebuilt/bloom-down.frag.spv
new file mode 100644
index 00000000..5ca327fe
--- /dev/null
+++ b/shaders/prebuilt/bloom-down.frag.spv
Binary files differ
diff --git a/shaders/prebuilt/bloom-up.frag.glsl b/shaders/prebuilt/bloom-up.frag.glsl
new file mode 100644
index 00000000..368076ed
--- /dev/null
+++ b/shaders/prebuilt/bloom-up.frag.glsl
@@ -0,0 +1,26 @@
+#version 450
+
+// Bloom, up (docs/effects.md G4): one step of a dual Kawase filter back up,
+// a tent of eight points over the smaller level. Float target.
+
+layout(set = 2, binding = 0) uniform sampler2D source;
+layout(std140, set = 3, binding = 0) uniform BloomStep {
+ vec4 texels;
+ vec4 pass;
+} u;
+
+layout(location = 0) out vec4 o_col;
+
+void main() {
+ vec2 uv = gl_FragCoord.xy * u.texels.zw;
+ vec2 h = 0.5 * u.texels.xy;
+ vec3 sum = texture(source, uv + vec2(-2.0 * h.x, 0.0)).rgb;
+ sum += texture(source, uv + vec2(-h.x, h.y)).rgb * 2.0;
+ sum += texture(source, uv + vec2(0.0, 2.0 * h.y)).rgb;
+ sum += texture(source, uv + vec2(h.x, h.y)).rgb * 2.0;
+ sum += texture(source, uv + vec2(2.0 * h.x, 0.0)).rgb;
+ sum += texture(source, uv + vec2(h.x, -h.y)).rgb * 2.0;
+ sum += texture(source, uv + vec2(0.0, -2.0 * h.y)).rgb;
+ sum += texture(source, uv + vec2(-h.x, -h.y)).rgb * 2.0;
+ o_col = vec4(sum / 12.0, 1.0);
+}
diff --git a/shaders/prebuilt/bloom-up.frag.spv b/shaders/prebuilt/bloom-up.frag.spv
new file mode 100644
index 00000000..b2c64b80
--- /dev/null
+++ b/shaders/prebuilt/bloom-up.frag.spv
Binary files differ
diff --git a/shaders/prebuilt/post-bloom.frag.glsl b/shaders/prebuilt/post-bloom.frag.glsl
new file mode 100644
index 00000000..a84cf88a
--- /dev/null
+++ b/shaders/prebuilt/post-bloom.frag.glsl
@@ -0,0 +1,141 @@
+#version 450
+// pardes's Shadertoy prefix (docs/render-pipeline.md §6), put before every
+// post pass: a bundled one in shaders/post/ at build time, a user's file at
+// run time. The uniform names, types and std140 order are ghostty 1.3.2's
+// (src/renderer/shaders/shadertoy_prefix.glsl), so a shader written for
+// ghostty runs here; only the bindings are SDL GPU's (a fragment shader's
+// textures in set 2, its uniform blocks in set 3). Y is down everywhere, as
+// on ghostty's Metal renderer: fragCoord, iChannel0's uv and the cursor
+// rectangles share one top-left space, and iCurrentCursor is (left x,
+// BOTTOM-edge y, width, height) in framebuffer pixels.
+
+layout(set = 3, binding = 0, std140) uniform Globals {
+ uniform vec3 iResolution;
+ uniform float iTime;
+ uniform float iTimeDelta;
+ uniform float iFrameRate;
+ uniform int iFrame;
+ uniform float iChannelTime[4];
+ uniform vec3 iChannelResolution[4];
+ uniform vec4 iMouse;
+ uniform vec4 iDate;
+ uniform float iSampleRate;
+ uniform vec4 iCurrentCursor;
+ uniform vec4 iPreviousCursor;
+ uniform vec4 iCurrentCursorColor;
+ uniform vec4 iPreviousCursorColor;
+ uniform int iCurrentCursorStyle;
+ uniform int iPreviousCursorStyle;
+ uniform int iCursorVisible;
+ uniform float iTimeCursorChange;
+ uniform float iTimeFocus;
+ uniform int iFocus;
+};
+// ghostty's one block, cut in three: SDL GPU binds at most 4 KiB of a
+// uniform block (Vulkan), and the palette alone is 4 KiB. The names and
+// their order are ghostty's; each block is a slice of the same memory.
+layout(set = 3, binding = 1, std140) uniform Palette {
+ uniform vec3 iPalette[256];
+};
+layout(set = 3, binding = 2, std140) uniform Colors {
+ uniform vec3 iBackgroundColor;
+ uniform vec3 iForegroundColor;
+ uniform vec3 iCursorColor;
+ uniform vec3 iCursorText;
+ uniform vec3 iSelectionForegroundColor;
+ uniform vec3 iSelectionBackgroundColor;
+};
+
+// 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; pardesScale
+// is the display's density (2 on a 2x screen), for a pass whose pattern is
+// in logical pixels. iResolution, fragCoord and iMouse stay in the display's
+// pixels, as ghostty's do. pardesCap is the most a bundled pass may do on
+// this theme and still leave its text, and its selection's, at their own
+// contrast or 4.5 (docs/effects.md); pardesSpare holds pardesSpareCount
+// rectangles (x0, y0, x1, y1 in fragCoord's pixels) a bundled pass leaves
+// alone: every tag, grip and notice, and the cursor, so no pass ever touches
+// a focus indicator.
+layout(set = 3, binding = 3, std140) uniform PardesPost {
+ float pardesOpaque;
+ float pardesLevel;
+ float pardesScale;
+ float pardesCap;
+ float pardesSpareCount;
+ vec4 pardesSpare[32];
+};
+
+bool pardesSpared(vec2 p) {
+ for (int i = 0; i < int(pardesSpareCount); i++) {
+ vec4 r = pardesSpare[i];
+ if (p.x >= r.x && p.y >= r.y && p.x < r.z && p.y < r.w) return true;
+ }
+ return false;
+}
+
+// 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
+#define CURSORSTYLE_UNDERLINE 3
+#define CURSORSTYLE_LOCK 4
+
+layout(set = 2, binding = 0) uniform sampler2D iChannel0;
+
+layout(location = 0) out vec4 _fragColor;
+
+#define texture2D texture
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord);
+void main() {
+ mainImage(_fragColor, gl_FragCoord.xy);
+ if (pardesOpaque > 0.5) _fragColor.a = 1.0;
+}
+
+// The shader's own lines count from 1, so glslc's errors name them.
+#line 1
+// Bloom: the brightest ink glows, a little. The glow itself is made by the
+// shell at half resolution and below (bloom-down, bloom-up: a dual Kawase
+// filter over a bright pass, in linear light) and arrives here in
+// pardesBloom; this pass adds it to the frame. Only true highlights pass
+// the threshold, and the strength stays in §8.2's budget (at most 5%) and
+// under pardesCap, so no text or selection loses contrast below its own or
+// 4.5. Tags, grips, notices and the cursor are left alone (pardesSpare).
+// It is a Shadertoy file: pardes puts its prefix before it.
+
+layout(set = 2, binding = 1) uniform sampler2D pardesBloom;
+
+float strength() { return min(pardesByLevel(0.02, 0.035, 0.05), pardesCap); }
+
+vec3 toLinear(vec3 c) {
+ return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045)));
+}
+
+vec3 toSrgb(vec3 c) {
+ c = max(c, vec3(0.0));
+ return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308)));
+}
+
+float ign(vec2 p) {
+ return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715))));
+}
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord) {
+ vec2 uv = fragCoord / iResolution.xy;
+ vec4 frame = texture(iChannel0, uv);
+ if (pardesSpared(fragCoord)) {
+ fragColor = frame;
+ return;
+ }
+ vec3 glow = texture(pardesBloom, uv).rgb;
+ vec3 col = toLinear(frame.rgb) + glow * strength();
+ vec3 srgb = toSrgb(col);
+ // Dithered: a glow's long falloff never bands.
+ srgb += (ign(fragCoord) - 0.5) / 255.0 * step(1e-4, dot(glow, vec3(1.0)));
+ fragColor = vec4(clamp(srgb, 0.0, 1.0), frame.a);
+}
diff --git a/shaders/prebuilt/post-bloom.frag.spv b/shaders/prebuilt/post-bloom.frag.spv
new file mode 100644
index 00000000..7b71dbdd
--- /dev/null
+++ b/shaders/prebuilt/post-bloom.frag.spv
Binary files differ
diff --git a/shaders/prebuilt/post-crt.frag.glsl b/shaders/prebuilt/post-crt.frag.glsl
index 7d2266c0..ca44d014 100644
--- a/shaders/prebuilt/post-crt.frag.glsl
+++ b/shaders/prebuilt/post-crt.frag.glsl
@@ -30,7 +30,14 @@ layout(set = 3, binding = 0, std140) uniform Globals {
uniform float iTimeCursorChange;
uniform float iTimeFocus;
uniform int iFocus;
+};
+// ghostty's one block, cut in three: SDL GPU binds at most 4 KiB of a
+// uniform block (Vulkan), and the palette alone is 4 KiB. The names and
+// their order are ghostty's; each block is a slice of the same memory.
+layout(set = 3, binding = 1, std140) uniform Palette {
uniform vec3 iPalette[256];
+};
+layout(set = 3, binding = 2, std140) uniform Colors {
uniform vec3 iBackgroundColor;
uniform vec3 iForegroundColor;
uniform vec3 iCursorColor;
@@ -44,13 +51,29 @@ layout(set = 3, binding = 0, std140) uniform Globals {
// pass's strength, 1 to 3 (`Crt 3`), and 0 for a user's file; pardesScale
// is the display's density (2 on a 2x screen), for a pass whose pattern is
// in logical pixels. iResolution, fragCoord and iMouse stay in the display's
-// pixels, as ghostty's do.
-layout(set = 3, binding = 1, std140) uniform PardesPost {
+// pixels, as ghostty's do. pardesCap is the most a bundled pass may do on
+// this theme and still leave its text, and its selection's, at their own
+// contrast or 4.5 (docs/effects.md); pardesSpare holds pardesSpareCount
+// rectangles (x0, y0, x1, y1 in fragCoord's pixels) a bundled pass leaves
+// alone: every tag, grip and notice, and the cursor, so no pass ever touches
+// a focus indicator.
+layout(set = 3, binding = 3, std140) uniform PardesPost {
float pardesOpaque;
float pardesLevel;
float pardesScale;
+ float pardesCap;
+ float pardesSpareCount;
+ vec4 pardesSpare[32];
};
+bool pardesSpared(vec2 p) {
+ for (int i = 0; i < int(pardesSpareCount); i++) {
+ vec4 r = pardesSpare[i];
+ if (p.x >= r.x && p.y >= r.y && p.x < r.z && p.y < r.w) return true;
+ }
+ return false;
+}
+
// 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);
diff --git a/shaders/prebuilt/post-crt.frag.spv b/shaders/prebuilt/post-crt.frag.spv
index d6cc6c37..fe2c3edb 100644
--- a/shaders/prebuilt/post-crt.frag.spv
+++ b/shaders/prebuilt/post-crt.frag.spv
Binary files differ
diff --git a/shaders/prebuilt/post-grain.frag.glsl b/shaders/prebuilt/post-grain.frag.glsl
new file mode 100644
index 00000000..a4a02e99
--- /dev/null
+++ b/shaders/prebuilt/post-grain.frag.glsl
@@ -0,0 +1,133 @@
+#version 450
+// pardes's Shadertoy prefix (docs/render-pipeline.md §6), put before every
+// post pass: a bundled one in shaders/post/ at build time, a user's file at
+// run time. The uniform names, types and std140 order are ghostty 1.3.2's
+// (src/renderer/shaders/shadertoy_prefix.glsl), so a shader written for
+// ghostty runs here; only the bindings are SDL GPU's (a fragment shader's
+// textures in set 2, its uniform blocks in set 3). Y is down everywhere, as
+// on ghostty's Metal renderer: fragCoord, iChannel0's uv and the cursor
+// rectangles share one top-left space, and iCurrentCursor is (left x,
+// BOTTOM-edge y, width, height) in framebuffer pixels.
+
+layout(set = 3, binding = 0, std140) uniform Globals {
+ uniform vec3 iResolution;
+ uniform float iTime;
+ uniform float iTimeDelta;
+ uniform float iFrameRate;
+ uniform int iFrame;
+ uniform float iChannelTime[4];
+ uniform vec3 iChannelResolution[4];
+ uniform vec4 iMouse;
+ uniform vec4 iDate;
+ uniform float iSampleRate;
+ uniform vec4 iCurrentCursor;
+ uniform vec4 iPreviousCursor;
+ uniform vec4 iCurrentCursorColor;
+ uniform vec4 iPreviousCursorColor;
+ uniform int iCurrentCursorStyle;
+ uniform int iPreviousCursorStyle;
+ uniform int iCursorVisible;
+ uniform float iTimeCursorChange;
+ uniform float iTimeFocus;
+ uniform int iFocus;
+};
+// ghostty's one block, cut in three: SDL GPU binds at most 4 KiB of a
+// uniform block (Vulkan), and the palette alone is 4 KiB. The names and
+// their order are ghostty's; each block is a slice of the same memory.
+layout(set = 3, binding = 1, std140) uniform Palette {
+ uniform vec3 iPalette[256];
+};
+layout(set = 3, binding = 2, std140) uniform Colors {
+ uniform vec3 iBackgroundColor;
+ uniform vec3 iForegroundColor;
+ uniform vec3 iCursorColor;
+ uniform vec3 iCursorText;
+ uniform vec3 iSelectionForegroundColor;
+ uniform vec3 iSelectionBackgroundColor;
+};
+
+// 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; pardesScale
+// is the display's density (2 on a 2x screen), for a pass whose pattern is
+// in logical pixels. iResolution, fragCoord and iMouse stay in the display's
+// pixels, as ghostty's do. pardesCap is the most a bundled pass may do on
+// this theme and still leave its text, and its selection's, at their own
+// contrast or 4.5 (docs/effects.md); pardesSpare holds pardesSpareCount
+// rectangles (x0, y0, x1, y1 in fragCoord's pixels) a bundled pass leaves
+// alone: every tag, grip and notice, and the cursor, so no pass ever touches
+// a focus indicator.
+layout(set = 3, binding = 3, std140) uniform PardesPost {
+ float pardesOpaque;
+ float pardesLevel;
+ float pardesScale;
+ float pardesCap;
+ float pardesSpareCount;
+ vec4 pardesSpare[32];
+};
+
+bool pardesSpared(vec2 p) {
+ for (int i = 0; i < int(pardesSpareCount); i++) {
+ vec4 r = pardesSpare[i];
+ if (p.x >= r.x && p.y >= r.y && p.x < r.z && p.y < r.w) return true;
+ }
+ return false;
+}
+
+// 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
+#define CURSORSTYLE_UNDERLINE 3
+#define CURSORSTYLE_LOCK 4
+
+layout(set = 2, binding = 0) uniform sampler2D iChannel0;
+
+layout(location = 0) out vec4 _fragColor;
+
+#define texture2D texture
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord);
+void main() {
+ mainImage(_fragColor, gl_FragCoord.xy);
+ if (pardesOpaque > 0.5) _fragColor.a = 1.0;
+}
+
+// The shader's own lines count from 1, so glslc's errors name them.
+#line 1
+// Grain: the page's own ground takes a fine, still grain, like paper. Only
+// pixels of the page's colour (iBackgroundColor) are grained: no glyph, no
+// selection, no tag or rule, and nothing in pardesSpare. The grain averages
+// to the page, is a logical pixel big (pardesScale), and never moves, so it
+// costs no frames. At most 1.5, 3 and 5 of 255 at levels 1 to 3, and never
+// more than pardesCap, which keeps the text on it at its own contrast or 4.5.
+// It is a Shadertoy file: pardes puts its prefix before it.
+
+float amplitude() { return min(pardesByLevel(1.5, 3.0, 5.0) / 255.0, pardesCap); }
+
+// An integer hash of the grain cell: white, with no pattern to see.
+float hash(uvec2 p) {
+ uint h = p.x * 1664525u + p.y * 1013904223u;
+ h ^= h >> 16;
+ h *= 2246822519u;
+ h ^= h >> 13;
+ h *= 3266489917u;
+ h ^= h >> 16;
+ return float(h) / 4294967295.0;
+}
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord) {
+ vec2 uv = fragCoord / iResolution.xy;
+ vec4 frame = texture(iChannel0, uv);
+ fragColor = frame;
+ vec3 page = iBackgroundColor.rgb;
+ if (any(greaterThan(abs(frame.rgb - page), vec3(0.75 / 255.0))) || pardesSpared(fragCoord)) return;
+ uvec2 cell = uvec2(fragCoord / max(1.0, pardesScale));
+ // Two hashes summed: a triangular spread, softer than a flat one.
+ float n = hash(cell) + hash(cell + uvec2(7919u, 104729u)) - 1.0;
+ fragColor = vec4(clamp(page + n * amplitude(), 0.0, 1.0), frame.a);
+}
diff --git a/shaders/prebuilt/post-grain.frag.spv b/shaders/prebuilt/post-grain.frag.spv
new file mode 100644
index 00000000..e4c893af
--- /dev/null
+++ b/shaders/prebuilt/post-grain.frag.spv
Binary files differ
diff --git a/shaders/prebuilt/post-vignette.frag.glsl b/shaders/prebuilt/post-vignette.frag.glsl
new file mode 100644
index 00000000..d5737901
--- /dev/null
+++ b/shaders/prebuilt/post-vignette.frag.glsl
@@ -0,0 +1,139 @@
+#version 450
+// pardes's Shadertoy prefix (docs/render-pipeline.md §6), put before every
+// post pass: a bundled one in shaders/post/ at build time, a user's file at
+// run time. The uniform names, types and std140 order are ghostty 1.3.2's
+// (src/renderer/shaders/shadertoy_prefix.glsl), so a shader written for
+// ghostty runs here; only the bindings are SDL GPU's (a fragment shader's
+// textures in set 2, its uniform blocks in set 3). Y is down everywhere, as
+// on ghostty's Metal renderer: fragCoord, iChannel0's uv and the cursor
+// rectangles share one top-left space, and iCurrentCursor is (left x,
+// BOTTOM-edge y, width, height) in framebuffer pixels.
+
+layout(set = 3, binding = 0, std140) uniform Globals {
+ uniform vec3 iResolution;
+ uniform float iTime;
+ uniform float iTimeDelta;
+ uniform float iFrameRate;
+ uniform int iFrame;
+ uniform float iChannelTime[4];
+ uniform vec3 iChannelResolution[4];
+ uniform vec4 iMouse;
+ uniform vec4 iDate;
+ uniform float iSampleRate;
+ uniform vec4 iCurrentCursor;
+ uniform vec4 iPreviousCursor;
+ uniform vec4 iCurrentCursorColor;
+ uniform vec4 iPreviousCursorColor;
+ uniform int iCurrentCursorStyle;
+ uniform int iPreviousCursorStyle;
+ uniform int iCursorVisible;
+ uniform float iTimeCursorChange;
+ uniform float iTimeFocus;
+ uniform int iFocus;
+};
+// ghostty's one block, cut in three: SDL GPU binds at most 4 KiB of a
+// uniform block (Vulkan), and the palette alone is 4 KiB. The names and
+// their order are ghostty's; each block is a slice of the same memory.
+layout(set = 3, binding = 1, std140) uniform Palette {
+ uniform vec3 iPalette[256];
+};
+layout(set = 3, binding = 2, std140) uniform Colors {
+ uniform vec3 iBackgroundColor;
+ uniform vec3 iForegroundColor;
+ uniform vec3 iCursorColor;
+ uniform vec3 iCursorText;
+ uniform vec3 iSelectionForegroundColor;
+ uniform vec3 iSelectionBackgroundColor;
+};
+
+// 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; pardesScale
+// is the display's density (2 on a 2x screen), for a pass whose pattern is
+// in logical pixels. iResolution, fragCoord and iMouse stay in the display's
+// pixels, as ghostty's do. pardesCap is the most a bundled pass may do on
+// this theme and still leave its text, and its selection's, at their own
+// contrast or 4.5 (docs/effects.md); pardesSpare holds pardesSpareCount
+// rectangles (x0, y0, x1, y1 in fragCoord's pixels) a bundled pass leaves
+// alone: every tag, grip and notice, and the cursor, so no pass ever touches
+// a focus indicator.
+layout(set = 3, binding = 3, std140) uniform PardesPost {
+ float pardesOpaque;
+ float pardesLevel;
+ float pardesScale;
+ float pardesCap;
+ float pardesSpareCount;
+ vec4 pardesSpare[32];
+};
+
+bool pardesSpared(vec2 p) {
+ for (int i = 0; i < int(pardesSpareCount); i++) {
+ vec4 r = pardesSpare[i];
+ if (p.x >= r.x && p.y >= r.y && p.x < r.z && p.y < r.w) return true;
+ }
+ return false;
+}
+
+// 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
+#define CURSORSTYLE_UNDERLINE 3
+#define CURSORSTYLE_LOCK 4
+
+layout(set = 2, binding = 0) uniform sampler2D iChannel0;
+
+layout(location = 0) out vec4 _fragColor;
+
+#define texture2D texture
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord);
+void main() {
+ mainImage(_fragColor, gl_FragCoord.xy);
+ if (pardesOpaque > 0.5) _fragColor.a = 1.0;
+}
+
+// The shader's own lines count from 1, so glslc's errors name them.
+#line 1
+// Vignette: the window's corners fall a little into shade, in linear light,
+// so the eye settles on the middle. Round, whatever the window's shape;
+// nothing within half the way to a corner is touched. At most 28% at the
+// far corners (level 3), and never more than pardesCap, so text and its
+// selection keep their own contrast or 4.5. Tags, grips, notices and the
+// cursor are left alone (pardesSpare): the focus indicators never darken.
+// It is a Shadertoy file: pardes puts its prefix before it.
+
+float strength() { return min(pardesByLevel(0.10, 0.18, 0.28), pardesCap); }
+
+vec3 toLinear(vec3 c) {
+ return mix(pow((c + 0.055) / 1.055, vec3(2.4)), c / 12.92, lessThanEqual(c, vec3(0.04045)));
+}
+
+vec3 toSrgb(vec3 c) {
+ c = max(c, vec3(0.0));
+ return mix(1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055, c * 12.92, lessThanEqual(c, vec3(0.0031308)));
+}
+
+float ign(vec2 p) {
+ return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715))));
+}
+
+void mainImage(out vec4 fragColor, in vec2 fragCoord) {
+ vec2 uv = fragCoord / iResolution.xy;
+ vec4 frame = texture(iChannel0, uv);
+ if (pardesSpared(fragCoord)) {
+ fragColor = frame;
+ return;
+ }
+ // 0 at the middle, 1 at a corner, on a circle's measure.
+ vec2 half_size = 0.5 * iResolution.xy;
+ float r = length(fragCoord - half_size) / length(half_size);
+ float shade = strength() * pow(smoothstep(0.5, 1.0, r), 1.5);
+ vec3 srgb = toSrgb(toLinear(frame.rgb) * (1.0 - shade));
+ srgb += (ign(fragCoord) - 0.5) / 255.0 * step(1e-4, shade);
+ fragColor = vec4(clamp(srgb, 0.0, 1.0), frame.a);
+}
diff --git a/shaders/prebuilt/post-vignette.frag.spv b/shaders/prebuilt/post-vignette.frag.spv
new file mode 100644
index 00000000..4dfb6125
--- /dev/null
+++ b/shaders/prebuilt/post-vignette.frag.spv
Binary files differ