| Commit message (Collapse) | Author | Age |
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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/*.
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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/*.
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Stage 9 review: a user's Shadertoy file goes to glslc on its stdin, so no
source file is written anywhere (the old predictable name under
XDG_RUNTIME_DIR or /tmp was a symlink-clobber hazard). std's spawn does
all its allocation before fork and searches PATH on the stack after it,
said at the call. Level A redraws are paced by the display's refresh rate
(SDL_GetCurrentDisplayMode), not a fixed 16 ms.
Shared files touched: gui.zig.
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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.
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