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-rw-r--r--shaders/crt.ci.metal75
-rw-r--r--shaders/post/glitch.glsl64
-rw-r--r--shaders/post/ripple.glsl52
-rw-r--r--shaders/prebuilt/post-glitch.frag.glsl138
-rw-r--r--shaders/prebuilt/post-glitch.frag.spvbin10764 -> 0 bytes
-rw-r--r--shaders/prebuilt/post-ripple.frag.glsl126
-rw-r--r--shaders/prebuilt/post-ripple.frag.spvbin9096 -> 0 bytes
7 files changed, 9 insertions, 446 deletions
diff --git a/shaders/crt.ci.metal b/shaders/crt.ci.metal
index c7e91a7e..9159af18 100644
--- a/shaders/crt.ci.metal
+++ b/shaders/crt.ci.metal
@@ -1,7 +1,6 @@
// Native macOS panel and scene postprocess. Panel kernels consume the core's
-// plain tracks; the final full-window kernel ports crt.frag.glsl and combines
-// CRT, ripple and glitch. Scene constants and sampling geometry stay in step
-// with GLSL, while panel easing/noise stays in step with panel_animation.zig.
+// plain tracks; the final full-window kernel is the CRT. Panel easing/noise
+// stays in step with panel_animation.zig.
//
// The three entry points are `extern "C" [[stitchable]]`. Both halves are
// load-bearing: this source is compiled at runtime by
@@ -38,24 +37,6 @@ float pardesCellNoise(float2 serialParts, float colValue, float rowValue) {
return float(x & 0xffffu) / 65535.0;
}
-float2 pardesSceneUV(float2 uv, float timeSeconds, float rippleOn, float glitchOn) {
- if (rippleOn > 0.5) {
- float2 centered = uv - 0.5;
- float radius = length(centered);
- // Reversed smoothstep edges are undefined in GLSL and Metal alike.
- float envelope = 1.0 - smoothstep(0.04, 0.72, radius);
- float wave = sin(radius * 42.0 - timeSeconds * 5.2);
- uv += centered / max(radius, 0.00001) * wave * envelope * 0.0032;
- }
- if (glitchOn > 0.5) {
- float band = floor(uv.y * 96.0);
- float seed = pardesNoise(float2(band, floor(timeSeconds * 13.0)));
- float tear = smoothstep(0.955, 1.0, seed);
- uv.x += (pardesNoise(float2(seed, band)) - 0.5) * tear * 0.020;
- }
- return uv;
-}
-
float4 pardesSceneSample(
coreimage::sampler source,
float2 origin,
@@ -66,42 +47,13 @@ float4 pardesSceneSample(
source.sample(source.transform(origin + uv * size)));
}
-// Keep this ordering identical to crt.frag.glsl's sceneSrgb: every caller
-// supplies its own pre-warp coordinate, then ripple/glitch move that sample,
-// then glitch splits its red/blue channels around the moved center.
-float4 pardesSceneSrgb(
- coreimage::sampler source,
- float2 origin,
- float2 size,
- float2 uv,
- float timeSeconds,
- float rippleOn,
- float glitchOn
-) {
- float2 warped = pardesSceneUV(uv, timeSeconds, rippleOn, glitchOn);
- float4 center = pardesSceneSample(source, origin, size, warped);
- if (glitchOn <= 0.5) return center;
-
- float band = floor(warped.y * 96.0);
- float seed = pardesNoise(float2(band, floor(timeSeconds * 13.0)));
- float tear = smoothstep(0.955, 1.0, seed);
- float2 chroma = float2((0.35 + 1.25 * tear) / size.x, 0.0);
- float4 red = pardesSceneSample(source, origin, size, warped + chroma);
- float4 blue = pardesSceneSample(source, origin, size, warped - chroma);
- return float4(red.r, center.g, blue.b, center.a);
-}
-
float3 pardesSceneLinear(
coreimage::sampler source,
float2 origin,
float2 size,
- float2 uv,
- float timeSeconds,
- float rippleOn,
- float glitchOn
+ float2 uv
) {
- return coreimage::srgb_to_linear(pardesSceneSrgb(
- source, origin, size, uv, timeSeconds, rippleOn, glitchOn).rgb);
+ return coreimage::srgb_to_linear(pardesSceneSample(source, origin, size, uv).rgb);
}
bool pardesInside(float2 p, float4 box) {
@@ -242,8 +194,6 @@ extern "C" [[stitchable]] float4 pardesScene(
float timeSeconds,
float frame,
float crtOn,
- float rippleOn,
- float glitchOn,
float2 sceneSize,
float2 sceneOrigin,
coreimage::destination destination
@@ -277,24 +227,18 @@ extern "C" [[stitchable]] float4 pardesScene(
// transparent theme.
if (crtOn > 0.5 && edge <= 0.0) return float4(0.0, 0.0, 0.0, 1.0);
- float4 center = pardesSceneSrgb(
- source, origin, size, uv, timeSeconds, rippleOn, glitchOn);
+ float4 center = pardesSceneSample(source, origin, size, uv);
float3 scene = center.rgb;
- // Ripple/glitch alone are coordinate effects. Returning the sampled sRGB
- // values directly keeps exact theme colors exact.
+ // Without the CRT the scene passes through, exact.
if (crtOn <= 0.5) {
return coreimage::premultiply(float4(clamp(scene, 0.0, 1.0), center.a));
}
float3 centerLinear = coreimage::srgb_to_linear(scene);
float2 radialChroma = cc * (chromaPx * r2) * texel;
- float3 redSample = pardesSceneLinear(
- source, origin, size, uv + radialChroma,
- timeSeconds, rippleOn, glitchOn);
- float3 blueSample = pardesSceneLinear(
- source, origin, size, uv - radialChroma,
- timeSeconds, rippleOn, glitchOn);
+ float3 redSample = pardesSceneLinear(source, origin, size, uv + radialChroma);
+ float3 blueSample = pardesSceneLinear(source, origin, size, uv - radialChroma);
float3 col = float3(
redSample.r,
centerLinear.g,
@@ -308,8 +252,7 @@ extern "C" [[stitchable]] float4 pardesScene(
float2(0.0, bloom.y), float2(0.0, -bloom.y)
};
for (uint i = 0; i < 4; i++) {
- // Deliberately raw, like GLSL brightPass: bloom belongs to the source
- // image and does not recursively warp through the scene effects.
+ // Deliberately raw, like GLSL brightPass.
float4 sampleValue = pardesSceneSample(
source, origin, size, uv + bloomOffsets[i]);
float3 linearValue = coreimage::srgb_to_linear(sampleValue.rgb);
diff --git a/shaders/post/glitch.glsl b/shaders/post/glitch.glsl
deleted file mode 100644
index 8f420d9c..00000000
--- a/shaders/post/glitch.glsl
+++ /dev/null
@@ -1,64 +0,0 @@
-// 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,
-// and it looks the same at 60 or 144 Hz because every step is keyed to
-// iTime, not to frames. Between bursts the page is left exactly as it is.
-// A torn band's brightness dips in linear light. It is a Shadertoy file:
-// pardes puts its prefix before it.
-
-// 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);
- q += dot(q, q.yzx + 33.33);
- return fract((q.x + q.y) * q.z);
-}
-
-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)));
-}
-
-void mainImage(out vec4 fragColor, in vec2 fragCoord) {
- vec2 size = iResolution.xy;
- 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 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 stepHz() during the burst; about one
- // band in four tears.
- 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(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(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));
- fragColor = vec4(col, center.a);
-}
diff --git a/shaders/post/ripple.glsl b/shaders/post/ripple.glsl
deleted file mode 100644
index 3236d339..00000000
--- a/shaders/post/ripple.glsl
+++ /dev/null
@@ -1,52 +0,0 @@
-// 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; 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 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)));
-}
-
-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 size = iResolution.xy;
- vec2 center = 0.5 * size;
- vec2 offset = fragCoord - center;
- float radius = length(offset);
- 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, reachEnd(), radius / reach));
- float ease = smoothstep(0.0, EASE_IN, iTime);
- 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 * amplitudePx() * envelope * ease;
-
- vec4 s = texture(iChannel0, moved / size);
- 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-glitch.frag.glsl b/shaders/prebuilt/post-glitch.frag.glsl
deleted file mode 100644
index 7b288237..00000000
--- a/shaders/prebuilt/post-glitch.frag.glsl
+++ /dev/null
@@ -1,138 +0,0 @@
-#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;
- uniform vec3 iPalette[256];
- 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.
-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
-#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
-// 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,
-// and it looks the same at 60 or 144 Hz because every step is keyed to
-// iTime, not to frames. Between bursts the page is left exactly as it is.
-// A torn band's brightness dips in linear light. It is a Shadertoy file:
-// pardes puts its prefix before it.
-
-// 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);
- q += dot(q, q.yzx + 33.33);
- return fract((q.x + q.y) * q.z);
-}
-
-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)));
-}
-
-void mainImage(out vec4 fragColor, in vec2 fragCoord) {
- vec2 size = iResolution.xy;
- 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 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 stepHz() during the burst; about one
- // band in four tears.
- 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(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(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));
- fragColor = vec4(col, center.a);
-}
diff --git a/shaders/prebuilt/post-glitch.frag.spv b/shaders/prebuilt/post-glitch.frag.spv
deleted file mode 100644
index 619616a8..00000000
--- a/shaders/prebuilt/post-glitch.frag.spv
+++ /dev/null
Binary files differ
diff --git a/shaders/prebuilt/post-ripple.frag.glsl b/shaders/prebuilt/post-ripple.frag.glsl
deleted file mode 100644
index d29a4c22..00000000
--- a/shaders/prebuilt/post-ripple.frag.glsl
+++ /dev/null
@@ -1,126 +0,0 @@
-#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;
- uniform vec3 iPalette[256];
- 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.
-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
-#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
-// 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; 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 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)));
-}
-
-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 size = iResolution.xy;
- vec2 center = 0.5 * size;
- vec2 offset = fragCoord - center;
- float radius = length(offset);
- 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, reachEnd(), radius / reach));
- float ease = smoothstep(0.0, EASE_IN, iTime);
- 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 * amplitudePx() * envelope * ease;
-
- vec4 s = texture(iChannel0, moved / size);
- 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
deleted file mode 100644
index 5f05f9f3..00000000
--- a/shaders/prebuilt/post-ripple.frag.spv
+++ /dev/null
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