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* The GUI embeds its shaders' GLSL from shaders/ always: the 14 prebuilt ↵Gabriel Schneider31 hours
| | | | | | | | copies, identical to their sources, go, and so does the label saying which was used shaders/prebuilt/*.glsl were byte-identical to shaders/X.glsl or to prefix.glsl + post/X.glsl (checked with cmp, all 14), kept only so a -Dprebuilt-shaders build could name them; EffectCode and Config then labelled the GUI's shader source as live or prebuilt. The GUI embeds shaderSource (a concatenation, no glslc) either way now; the prebuilt SPIR-V stays, and zig build shaders refreshes only it. Config's report and EffectCode lose their GUI shader source line. Co-Authored-By: Claude Opus 5.5 <[email protected]>
* G13: Parallax, lapis's dots drift with the text at a quarter of its speedGabriel Schneider31 hours
| | | | | | | | | | | | | | | Parallax on|off (off, a pixel shell's; Chrome.fx bit 3). A body region carries its first line (Region.line, a file's scroll or a terminal's grid offset; the wire's region record grows a u32). The GUI offsets each body's page dots by a quarter of its line in rows, and of G6's glide offset while one runs, so the pattern drifts with the text and settles with it; the cell shader reads it from the instance's serial slot, whose per-cell dissolve noise G7 left unused (the dead noise code goes). Tests: a scrolled body tells its line; the shift handed to the shader is a quarter of it within the dots' period. Measured in a capture: four lines move the dots 13 px (140 px / 4 mod 22). Gates as before, goldens byte-identical. Feel review: .scratch/render/parallax/.
* G7: a moving pane casts a shadow, a retargeted move keeps its speed, a ↵Gabriel Schneider31 hours
| | | | | | | | | | | | | | | | | | | | | | | | | | | dissolve crossfades - Track.launch: a move retargeted mid-way (Presentation.sync) starts at the old move's speed along the new one's longest side (carriedLaunch, Motion.easeFrom/speedFrom), so a second change during a slide bends the motion instead of stopping it dead. The macOS track ABI grows the float (pardes.h, 48 bytes; its reserved byte is named motion, as in Zig). - A pane that slides, zooms or rises casts Lift's soft shadow at sin(pi x progress) of its strength, on the other panes' bodies and rails alone, under the same contrast ceiling, carried by its track. - The GUI's PanelDissolve is a crossfade: the new cell drawn first, the old one over it at 1 - progress, premultiplied, on the blending cell pipeline for such groups (new cells now emitted before old ones, as the old layers already came after the new). sRGB blend, not linear light (documented). The tty keeps its per-cell swap. Presentation.zig's and animation.zig's tests were not in any test root; pardes.zig's test block now takes them in. Tests: a retargeted move carries its speed and still lands exactly; a moving pane's shadow is clipped off every tag, grip and its own body, none at the start or the landing, most mid-way. GUI golden 18 changes by the shadow (frame 6 of a slide). Gates as G6. Feel review: .scratch/render/transitions/.
* G5: lapis, 0x4200.cafe's manuscript, as a theme with its ornamentGabriel Schneider31 hours
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | A native theme `lapis` (src/themes/lapis.zig) from web/theme/lapis.css: a lapis-deep page, lapis tags with gold names, vellum text, vermilion rubrics, gold rules and a vermilion tag rule, gold selection in lapis ink. Its ornament is the theme's new `decor` (colors.Decor), drawn by a pixel shell inside the chrome it already has (decision 1), all of it off every focus indicator: - page_dots: the site's gold dot grid (#e8c46a22, 22 px), drawn by the cell shader on page-coloured cells alone (flag 0x10000000), so it lies under the text and never under a selection, a tag or the cursor; fixed to the window, a page the panes lie on. - rail_checker: the dither frame's gold and lapis checker in the scroll track (a decor kind, flag 0x08000000), anchored to its rail; the thumb stays solid gold. - tag plaques (tag_border, tag_shadow, tag_stripe): every tag a raised plaque inside its own band, the site's trail: a 2px gold frame and a hard 5px vermilion shadow down and right, both within the band's rows and columns (down, what the slack under the text leaves), so no shadow reaches a body, a grip or the next pane. The focused pane's plaque is the code window's title bar, gold and lapis stripes of 2px, its words on plates of the focused ground; unfocused ones are plain; column and workspace tags take the object-label language (1px frame, 2px shadow toward the page). Drawn as decor under the cells (a group's under range), with blank tag cells see-through and the cells blended premultiplied (pipeline_over) on such frames; opaque windows only. - title_shadow: the titles' vermilion offset shadow under a file name's letters, sampled in the cell shader inside the letters' own cells (flag 0x08000000), none on a cursor. Chrome carries the decor (decor_*, name_ink, active_name_ink); a theme file folds a nested decor literal field by field. Left out, with why, in docs/effects.md: the fonts, the ornaments, a decor crossfade, and in the tty anything but the colours (a tag row has no spare cell for a shadow). An empty column is the page. The effect id is masked to 27 bits (ui.vert/ui.frag) for the fifth flag. Tests: the cell flags land only on page ground and file-name cells, never a cursor, nothing without decor; lapis's plaques stay inside their tag's band, clear of every grip, only the focused one striped; its checker is in the track; no other theme draws any; the separator and focus tests cover lapis. Goldens: theme and themesel (the ring gains lapis after acme). Gates as G4. Feel review: .scratch/render/lapis/ (lapis.png, lapis-2x.png, tags-focused-vs-unfocused-2x.png, a PanelSlide at 60 fps and a quarter).
* G4: bloom, vignette and grain in the post chainGabriel Schneider31 hours
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Three bundled Shadertoy passes beside Crt, each `Bloom|Vignette|Grain 0..3` (off by default, nothing drawn while off), in shaders/post/: - Bloom: what is brighter than the page (a channel's linear peak over 0.75/0.7/0.6 and over the page's own + 0.15, so a light page does not bloom) glows, 2/3.5/5% (§8.2's budget). The glow is a dual Kawase blur in RGBA16F textures at half size and down, 3/4/5 steps by level (shaders/bloom-down, bloom-up; Post.bloomChain), composited in linear light and dithered. - Vignette: round, from halfway to a corner, 10/18/28% at the far corners, in linear light, dithered. - Grain: a still, triangular-spread grain of 1.5/3/5 of 255 on page-coloured pixels only, a logical pixel big; still, so it asks for no frames. Focus rule: the shell passes every bundled pass the rectangles of the tags with their grips, the column and workspace tags, the notices and the cursor (pardesSpare, at most 32, neighbours on one row merged), and a bundled pass leaves them as they are; and a per-theme ceiling (pardesCap, Post.capsOf) keeps the page's text and the selection's text at min(their contrast, 4.5) under each pass at its strongest. User files get no ceiling and no spared rectangles. Fix found on the way: SDL GPU binds at most 4 KiB of a uniform block, so every Shadertoy colour after iPalette (iBackgroundColor, iForegroundColor, the cursor and selection colours, iPalette[>=4]) read zero. The prefix's block is cut in three (Globals, Palette, Colors) with ghostty's names and order, each pushed as a slice of the one struct; pardes's own block moves to binding 3. Tests: the caps hold over every native theme; each uniform slice fits 4 KiB; the prefix's members in ghostty's order across its blocks. Gates: tty/gui unit-test and core-test pass; snap fails only nested-optout; GUI goldens 01-08 byte-identical (09-18 wait on wkzlsqvy, as in somtrmsz); web builds. Feel review material: .scratch/render/{bloom,vignette,grain}/ (levels on forge, dusk, acme, crops, a levels mp4).
* Rules and chrome scale with the display's density; dark pages get visible ↵Gabriel Schneider31 hours
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | separators and focus tints Density: dp() in gui.zig draws every size given in pixels in logical pixels (SDL's window display scale, rounded, at least one), as acme scales Border, ButtonBorder and Scrollgap: the rules (rule_px), the tag rule, the grip's ring, its dirty gap and mode bars, the rail's gap to the text and its minimum, the thumb's inset, the rim, a bar cursor's minimum width, underline and strikethrough thickness (the atlas is dropped on a scale change), the rule-grab margin, and the Crt's scanline and mask periods (pardesScale in the post prefix). Cell- and tagline-measured sizes stay: the rail's width, Lift's blur and offsets, every motion; iResolution, fragCoord and iMouse stay in the display's pixels, as ghostty's. PARDES_TEST_SCALE forces a density in a harness (a test window is 1x otherwise, whatever display it lands on) and sizes the test font with it. Colours: a separator that stands off its page by less than 1.5:1 is lifted toward the text to 1.6:1 (helix, atelier, paper; a theme with no page, dark, is judged against #121212), and empty_col follows it. forge's own rule already stands at 3.83:1; what hid it was density: 2 device pixels on a 3x screen, now 6 (dp). A focused tag's tint closer than 1.5:1 to the plain tag on a dark page (1.25:1 on a light one) is pushed further the way it leans, as far as its text keeps its own contrast or 4.5: forge 1.23 -> 1.51 (#2d3440 -> #374253), and likewise dusk, orchard, ink, lagoon, clay, harvest, spectrum, solarium, forge_soft; daybreak, atelier, paper to 1.25. dark and helix gain a tint of their own (dark: #484566 under #c8c8c8, 1.54:1; helix: ramp 237 under 250, 1.65:1). Tag caret: past a full row's end, the G3 glide box sits on the tag's right edge, where the layer's caret and the pixel shell's are. Tests: every native theme's separator >= 1.5 and every dark one has a tint >= 1.25 with readable text; forge keeps its own border; the tag caret glide box at a full row; at 2x the spine, tag rule, ring, rail start and gap, and bar cursor double. Legacy-ThemeFile test strips helix's new pair. Goldens: snapshot goldens change in colour rows only, the tints (orchard #283a2f -> #314738 at boot, forge, helix and dark in theme/themesel). GUI goldens: the harness's single Del of the renamed wide pane is refused since ysqnkyoy (a rename counted as unsaved; fixed on the 9P line in wkzlsqvy), so scenes 09-17 were recorded with that pane open and the file was stale since the merge (08 and 18 also moved with ykvnltvs's full-row tag wrap). The goldens here were recorded with that pane closed (as wkzlsqvy will close it); against the parent's binary under the same conditions they differ only in the tints: 01-13 forge's (#2d3440 -> #374253, and the glyph edges on it), 14 ink's; 15-18 are byte-identical. Until wkzlsqvy is merged, a run here fails 09-17. Each commit reproduces its own recorded goldens on this machine (checked at kvtmqkyn). A test window is 1x unless PARDES_TEST_SCALE says otherwise, whatever display it opens on. Prebuilt shaders refreshed from their sources. Captures: .scratch/render/dark-borders/{before,after,compare,scale2,scale3}.
* Ripple and Glitch are gone; Crt staysGabriel Schneider31 hours
| | | | | | | | | | | | | The user tried them live and wants them removed entirely: the builtins, their levels, config keys and leader paths (tR, tg), their slots in the built-in chain, their shaders (source and prebuilt), EffectCode paths, and on macOS their scene flags (pardes.h), the Metal kernel's coordinate warps and the Swift pointer mapping that mirrored them. Docs say so (decision 8 in docs/render-pipeline.md); config.md documents Crt's levels, Shader and ShaderAnimation instead. Shared files touched: macos.zig (flags). Not touched: pardes.zig, Messages.zig, mouse.zig, gui.zig, detached/*.
* Crt, Ripple and Glitch take a level, 0 to 3, tunable at run timeGabriel Schneider31 hours
| | | | | | | | | | | | | | Coordinator's request: `Crt 0..3` (likewise Ripple, Glitch), 0 off, `on` the default level 2 (the polished rewrite), `off` and a bare word as before. The level is one uniform (pardesLevel, beside pardesOpaque in the prefix's own block); each pass picks its constants by it. Level 3 is at least as strong as the old effects, measured as pixels changed by more than 8 in a channel against a plain frame: Crt 18.3% (old 17.4%), Ripple 11.1% (9.5%), Glitch 9.3% a frame (8.1%); Glitch's level raises how often it bursts as well as how hard. Config and ctl report `Crt 2` / `Crt off`. Shared files touched: ninep/ctl.zig (the report line). Not touched: pardes.zig, Messages.zig, mouse.zig, gui.zig, detached/*.
* Post chain: Shadertoy passes compiled by glslc; Crt, Ripple and Glitch ↵Gabriel Schneider31 hours
| | | | | | | | | | | | | | | | | | | | | | | | | | | | rewritten as Shadertoy files Stage 9 of docs/render-pipeline.md. src/gui/Post.zig runs the chain over the finished frame: each pass reads the one before, ping-pong textures between, the last writes the window; an empty chain is the direct path. The prefix (shaders/post/prefix.glsl) is ghostty's uniform block, name for name and offset for offset (tested against a copy of its Uniforms, the selection colours by their GLSL names), at SDL GPU's bindings, y down. A user's file (Shader <path>) is compiled by glslc with compileGlsl's own flags on a thread of its own, taken in at the next loop step; errors name the file's own lines; a failed compile keeps the last good pipeline; glslc missing is said once. The bundled passes compile with the build, through the same prefix. Crt, Ripple and Glitch are Shadertoy files, rewritten: no barrel (input is identity, tested), everything in linear light and dithered, keyed to iTime. scene_effects, crt.zig and crt.frag.glsl are gone; the core keeps no clock for the chain. ShaderAnimation off|on|always drives redraw level A: the chain alone over the retained frame (34 us CPU a redraw, measured). Shared files touched: pardes.zig (nextWake loses the scene line, disableSceneEffects empties the chain, two tests), builtins.zig (one switch arm), ninep/ctl.zig (two switch arms), macos.zig (flags from the chain), gui.zig. Not touched: Messages.zig, mouse.zig, detached/*, host_io, tty.
* The GUI draws in tiers from the regions; pane chrome moves with its paneGabriel Schneider31 hours
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Stage 8 of docs/render-pipeline.md. The frame is drawn in groups: tier 0, one per track in paint order (tiers 2 and 3), tier 4 (notices, then guides and the debug box), tier 5 (bar cursors), each cells, images, decor. Decor (rules, rails, thumbs, grip marks, spines, the workspace and column rules, the bottom band, notice rules, bar cursors) is whole-pixel rects through the new decor.frag over ui.vert, so it carries its track's transition and clip. A closing pane's chrome comes from Surface.previous_regions. Deleted: taglineBaseRgb, topbarPaneBorderHeight, bottomTaglinePresent, frameChromeBg, cellBackgroundIs and the rail inference, paneGripCell's scan, transient_on, PaintPlan. One cover map (coverFrame) is marked from the layers and regions once a frame. New regions column, guide and debug; Surface.chrome is the palette, carried in wire v8 (not shipped yet), so an attached GUI draws the same chrome (test). A per-instance clip replaces the vertical transition's scissor. Goldens: 01-12 byte-identical. 13-17 differ only past the grid: the image pass left its scissor at the grid's size, cutting rule ends, rail feet and the bottom band in the leftover pixels whenever a picture was on screen. 16-debug now shows the debug box, which a context-row layer had hidden. 18-mid-transition is new: virtual clock (PARDES_TEST_CLOCK in the GUI), PanelSlide Newcol with the picture, frame 6 of 12. Also: the GUI sleeps when idle instead of polling every 16 ms, and a minimized or occluded window sleeps through animation. Tracy 'gui frame build' at 200x60: 992/1015 us median before, 989/987 us after. Shared files touched: pardes.zig (one export), detached/client.zig, detached/server.zig, detached/wire.zig (all additive), gui.zig. Not touched: Messages.zig, mouse.zig, tagline.zig, colors.zig, tty.zig, host_io.zig, dump.zig, exec.zig, panes.zig.
* 9p: use cloud9 protocol sessions and transportsGabriel Schneider2026-09-15
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* macos fixGabriel Schneider2026-09-01
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* animation: core publishes transition records; gui evaluates via shaders, tty ↵Gabriel Schneider2026-08-18
| | | | over grid cells
* big slow change: prebuilt shaders (SPIR-V/Metal), core gui reflow, docs, web ↵Gabriel Schneider2026-08-18
| | | | + snapshot refresh
* shaders: -Dprebuilt-shaders, so a gui build needs no Vulkan SDKGabriel Schneider2026-08-12
glslc is the one build input that wants a tool a stock machine does not have, and it is also the input that changes least often: eight GLSL files that have outlived several rewrites of everything around them. Asking every machine that wants to run the SDL shell for shaderc is the wrong trade. The SPIR-V is now COMMITTED, under shaders/prebuilt/, and -Dprebuilt-shaders embeds that copy instead of shelling out. The default stays the honest one -- compile the shaders that are actually in the tree -- because the flag trades a dependency for a freshness problem: with it on, the .glsl sources are not build inputs at all, so editing one changes nothing. `zig build shaders` is the other half, and it is deliberately independent of -Dplatform: it recompiles every shader and writes the result back into the tracked directory, so whoever changes a shader refreshes the cache on a machine that has the compiler and commits the diff. `jj diff shaders/prebuilt` after it is the freshness check -- empty means the cache was already current. The shader list is also spelled once now (gui_shaders): the eight embeds, the eight glslc runs and the refresh step all read it, so adding a shader is a name there plus the @embedFile in gui.zig, not three edits in two places. Verified: -Dplatform=gui -Dprebuilt-shaders builds with glslc absent from PATH, and image-harness passes on that binary -- real SDL GPU pipelines built from the committed SPIR-V, 512 source pixels read back. The default gui build still runs the eight glslc steps; tty runs none. The committed bytes are identical to a fresh glslc run, and `zig build shaders` is idempotent.