diff options
Diffstat (limited to 'shaders')
| -rw-r--r-- | shaders/post/crt.glsl | 6 | ||||
| -rw-r--r-- | shaders/post/prefix.glsl | 6 | ||||
| -rw-r--r-- | shaders/prebuilt/decor.frag.glsl | 60 | ||||
| -rw-r--r-- | shaders/prebuilt/decor.frag.spv | bin | 2100 -> 6560 bytes | |||
| -rw-r--r-- | shaders/prebuilt/post-crt.frag.glsl | 12 | ||||
| -rw-r--r-- | shaders/prebuilt/post-crt.frag.spv | bin | 12424 -> 12668 bytes | |||
| -rw-r--r-- | shaders/prebuilt/ui.frag.glsl | 2 | ||||
| -rw-r--r-- | shaders/prebuilt/ui.frag.spv | bin | 5700 -> 5700 bytes | |||
| -rw-r--r-- | shaders/prebuilt/ui.vert.glsl | 8 | ||||
| -rw-r--r-- | shaders/prebuilt/ui.vert.spv | bin | 5612 -> 5612 bytes |
10 files changed, 76 insertions, 18 deletions
diff --git a/shaders/post/crt.glsl b/shaders/post/crt.glsl index 768157ef..970d61ee 100644 --- a/shaders/post/crt.glsl +++ b/shaders/post/crt.glsl @@ -69,9 +69,11 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) { // 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); + // Periods in logical pixels: the same look at any density. + float density = max(1.0, pardesScale); + float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / (SCAN_PERIOD_PX * density)); 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)); + col *= 1.0 + maskStrength() * cos(fragCoord.x * TAU / (MASK_PERIOD_PX * density) + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); 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); diff --git a/shaders/post/prefix.glsl b/shaders/post/prefix.glsl index e718a98f..7a50936e 100644 --- a/shaders/post/prefix.glsl +++ b/shaders/post/prefix.glsl @@ -41,10 +41,14 @@ layout(set = 3, binding = 0, std140) uniform Globals { // 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. +// 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 { float pardesOpaque; float pardesLevel; + float pardesScale; }; // A bundled pass's constant at levels 1, 2 and 3. diff --git a/shaders/prebuilt/decor.frag.glsl b/shaders/prebuilt/decor.frag.glsl index 4c2bd6d8..3e2c286f 100644 --- a/shaders/prebuilt/decor.frag.glsl +++ b/shaders/prebuilt/decor.frag.glsl @@ -1,24 +1,70 @@ #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. +// Decor, drawn by ui.vert.glsl like a cell, its track's transition included, +// and blended as the overlay pipeline blends (backgroundLayerBlend). Ink (a +// cursor) is drawn with the opacity uniform at 1. +// +// Flat: a hard-edged fill (a rule, a rail, a grip mark, a bar cursor). Its +// colour rides in the cell's ground (a_bg), its coverage in a_fg.r, so the +// result is the overlay pipeline's exactly. +// +// Soft (flag 0x10000000): a rectangle's shadow, rim or glow blurred by a Gaussian, +// in closed form (the product of two erf edges), on one quad grown by 3 +// sigma: no blur pass. Everything is in the quad's own 0..1 space, so a +// track's transform carries it: sigma per axis in the uv, the caster's +// offset from its shadow in fg.gb, the strength in fg.r. The caster's own +// rectangle is left alone (it is drawn already), and the alpha is pre-warped +// so black darkens in linear light, then dithered so it never bands. layout(std140, set = 3, binding = 0) uniform UiUniforms { float background_opacity; } u_ui; +layout(location = 0) in vec2 v_uv; 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; +// erf to about 4e-4 (Winitzki's approximation): smooth, cheap, odd. +float erfApprox(float x) { + float x2 = x * x; + const float a = 0.147; + float e = sqrt(1.0 - exp(-x2 * (1.2732395 + a * x2) / (1.0 + a * x2))); + return x < 0.0 ? -e : e; +} + +// How much of [lo, hi] a Gaussian of sigma s centred at x covers. +float edge(float x, float lo, float hi, float s) { + float k = 0.70710678 / s; + return 0.5 * (erfApprox((x - lo) * k) - erfApprox((x - hi) * k)); +} + +float ign(vec2 p) { + return fract(52.9829189 * fract(dot(p, vec2(0.06711056, 0.00583715)))); +} + 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); + float opacity = clamp(u_ui.background_opacity, 0.0, 1.0); + if ((v_effect.x & 0x10000000u) == 0u) { + o_col = vec4(v_bg * opacity, v_fg.r); + return; + } + vec2 s = v_uv; + vec2 m = 3.0 * s; + vec2 p = v_cell_uv; + vec2 caster0 = m - v_fg.gb; + vec2 caster1 = 1.0 - m - v_fg.gb; + if (all(greaterThanEqual(p, caster0)) && all(lessThan(p, caster1))) discard; + float a = v_fg.r * edge(p.x, m.x, 1.0 - m.x, s.x) * edge(p.y, m.y, 1.0 - m.y, s.y); + // Black darkens in linear light; a light colour (a rim, a glow) is laid + // on as it is, within §8.2's 25%. + if (all(equal(v_bg, vec3(0.0)))) a = 1.0 - pow(max(1.0 - a, 0.0), 1.0 / 2.2); + a = clamp(a + (ign(gl_FragCoord.xy) - 0.5) / 255.0, 0.0, 1.0); + o_col = vec4(v_bg * opacity, a); } diff --git a/shaders/prebuilt/decor.frag.spv b/shaders/prebuilt/decor.frag.spv Binary files differindex 7e162f5a..3256f2b1 100644 --- a/shaders/prebuilt/decor.frag.spv +++ b/shaders/prebuilt/decor.frag.spv diff --git a/shaders/prebuilt/post-crt.frag.glsl b/shaders/prebuilt/post-crt.frag.glsl index c2cadfa2..7d2266c0 100644 --- a/shaders/prebuilt/post-crt.frag.glsl +++ b/shaders/prebuilt/post-crt.frag.glsl @@ -41,10 +41,14 @@ layout(set = 3, binding = 0, std140) uniform Globals { // 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. +// 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 { float pardesOpaque; float pardesLevel; + float pardesScale; }; // A bundled pass's constant at levels 1, 2 and 3. @@ -143,9 +147,11 @@ void mainImage(out vec4 fragColor, in vec2 fragCoord) { // 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); + // Periods in logical pixels: the same look at any density. + float density = max(1.0, pardesScale); + float line = 0.5 + 0.5 * cos(fragCoord.y * TAU / (SCAN_PERIOD_PX * density)); 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)); + col *= 1.0 + maskStrength() * cos(fragCoord.x * TAU / (MASK_PERIOD_PX * density) + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); 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); diff --git a/shaders/prebuilt/post-crt.frag.spv b/shaders/prebuilt/post-crt.frag.spv Binary files differindex 6599abd9..d6cc6c37 100644 --- a/shaders/prebuilt/post-crt.frag.spv +++ b/shaders/prebuilt/post-crt.frag.spv diff --git a/shaders/prebuilt/ui.frag.glsl b/shaders/prebuilt/ui.frag.glsl index 0b099db3..dca224ba 100644 --- a/shaders/prebuilt/ui.frag.glsl +++ b/shaders/prebuilt/ui.frag.glsl @@ -43,7 +43,7 @@ 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 & 0x1fffffffu; + uint effect = v_effect.x & 0x0fffffffu; float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0); uint cellCol = v_effect.w & 0xffffu; uint cellRow = v_effect.w >> 16; diff --git a/shaders/prebuilt/ui.frag.spv b/shaders/prebuilt/ui.frag.spv Binary files differindex 033c10ab..c8ee1604 100644 --- a/shaders/prebuilt/ui.frag.spv +++ b/shaders/prebuilt/ui.frag.spv diff --git a/shaders/prebuilt/ui.vert.glsl b/shaders/prebuilt/ui.vert.glsl index c1779add..5551f3f1 100644 --- a/shaders/prebuilt/ui.vert.glsl +++ b/shaders/prebuilt/ui.vert.glsl @@ -14,9 +14,9 @@ layout(location = 3) in vec3 a_bg; layout(location = 4) in vec4 a_panel_rect; layout(location = 5) in vec4 a_present_rect; // effect id, eased-progress float bits, pane serial, local row/column packed -// into one uint. The THREE high effect bits are flags — the frozen-old cell -// layer, a see-through cell background and an opaque block-cursor fill — so -// the id is what is left below them; integer transport preserves the exact +// into one uint. The FOUR high effect bits are flags — the frozen-old cell +// layer, a see-through cell background, an opaque block-cursor fill and a +// soft shadow (decor.frag.glsl) — so 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 @@ -61,7 +61,7 @@ void main() { v_cell_uv = vec2(0.0, 1.0); } - uint effect = a_effect.x & 0x1fffffffu; + uint effect = a_effect.x & 0x0fffffffu; if (effect == 1u || effect == 2u || effect == 5u) { // NDC y points up, so a top-left/bottom-right box has a NEGATIVE y // delta. Preserve that sign or every local y is mirrored/outside. diff --git a/shaders/prebuilt/ui.vert.spv b/shaders/prebuilt/ui.vert.spv Binary files differindex 619a9690..b1e87ec1 100644 --- a/shaders/prebuilt/ui.vert.spv +++ b/shaders/prebuilt/ui.vert.spv |
