From a007457cb007b03f310bca55c339e8cd5d9baafc Mon Sep 17 00:00:00 2001 From: Gabriel Schneider Date: Mon, 28 Sep 2026 16:44:51 -0300 Subject: Ripple and Glitch are gone; Crt stays 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/*. --- build.zig | 5 +- docs/config.md | 15 ++-- docs/design.typ | 5 +- docs/macos.md | 21 ++--- docs/render-pipeline.md | 19 ++-- docs/web.md | 2 +- shaders/crt.ci.metal | 75 ++-------------- shaders/post/glitch.glsl | 64 ------------- shaders/post/ripple.glsl | 52 ----------- shaders/prebuilt/post-glitch.frag.glsl | 138 ----------------------------- shaders/prebuilt/post-glitch.frag.spv | Bin 10764 -> 0 bytes shaders/prebuilt/post-ripple.frag.glsl | 126 -------------------------- shaders/prebuilt/post-ripple.frag.spv | Bin 9096 -> 0 bytes src/config.zig | 22 ++--- src/effect_sources.zig | 8 +- src/gui/Post.zig | 8 +- src/macos.zig | 17 +--- src/macos/Sources/PardesView.swift | 2 +- src/macos/Sources/ScenePostprocessor.swift | 48 +--------- src/macos/pardes.h | 5 +- test/output.zig | 2 +- 21 files changed, 61 insertions(+), 573 deletions(-) delete mode 100644 shaders/post/glitch.glsl delete mode 100644 shaders/post/ripple.glsl delete mode 100644 shaders/prebuilt/post-glitch.frag.glsl delete mode 100644 shaders/prebuilt/post-glitch.frag.spv delete mode 100644 shaders/prebuilt/post-ripple.frag.glsl delete mode 100644 shaders/prebuilt/post-ripple.frag.spv diff --git a/build.zig b/build.zig index c1117593..97d51a51 100644 --- a/build.zig +++ b/build.zig @@ -51,10 +51,9 @@ const gui_shaders = [_][]const u8{ "overlay.vert", "overlay.frag", "image.vert", "image.frag", "post.vert", - // The bundled post passes: shaders/post/.glsl behind the Shadertoy + // The bundled post pass: shaders/post/crt.glsl behind the Shadertoy // prefix (shaderSource). - "post-crt.frag", "post-ripple.frag", - "post-glitch.frag", + "post-crt.frag", }; pub fn build(b: *std.Build) void { diff --git a/docs/config.md b/docs/config.md index 9c51f329..16fd59e5 100644 --- a/docs/config.md +++ b/docs/config.md @@ -513,18 +513,19 @@ immediately and remains the one authoritative geometry. DOM web intentionally does not expose these builtins: its renderer is selectable HTML/CSS and has no canvas or shader stage. -The scene effects are independent switches and can be combined: +The scene effect is `Crt`, at a level from 0 (off) to 3; `on` is 2: ```text Crt -Ripple -Glitch +Crt 3 ``` -They share one full-scene shader pass in SDL and macOS. With all three off the -pass is bypassed. CRT works in linear light with restrained scanlines, mask, -bloom, curvature, and noise rather than remapping the theme to a strong fixed -palette; Ripple and Glitch primarily perturb sample coordinates. +The SDL GUI runs it as the bundled pass of its post chain, which also takes +Shadertoy files written for ghostty (`Shader ~/crt.glsl`, `Shader off`), and +`ShaderAnimation off|on|always` says when the chain animates on its own. With +the chain empty the pass is bypassed. CRT works in linear light with restrained +scanlines, mask, bloom and vignette, and no curvature, so clicks land where +they are drawn. `EffectCode PanelAscii` or `EffectCode Crt` lists the current backend's build-embedded source paths under `/virtual`. Look opens each full file; diff --git a/docs/design.typ b/docs/design.typ index 234c3692..caa35b37 100644 --- a/docs/design.typ +++ b/docs/design.typ @@ -913,8 +913,9 @@ while its geometry moves and placed again on the last active sample. SDL supplies old/new glyph data, diff flags, final/presented boxes, and effect parameters to the glyph and native-image shaders. Pixel attachments bypass ASCII because they have no character byte. macOS passes the same records across its -plain C ABI and composites old/new panel images in Metal and Core Image. Scene -`Crt`, `Ripple` and `Glitch` bits share one full-window pass in each native GUI. +plain C ABI and composites old/new panel images in Metal and Core Image. The +scene `Crt` is one full-window pass in each native GUI; the SDL GUI's post +chain also runs Shadertoy files (`Shader`). DOM web is a separate platform, not a shader GUI: retaining selectable HTML and CSS is more important than duplicating the renderer in canvas, so it exposes diff --git a/docs/macos.md b/docs/macos.md index e104d3a6..5166e2d5 100644 --- a/docs/macos.md +++ b/docs/macos.md @@ -102,8 +102,8 @@ asking for a thin insert caret instead of a block. `Surface.images` crosses separately as `pardes_frame_images` / `pardes_frame_image_list` — see "Pixel attachments" below. -`pardes_scene` is the matching full-window snapshot: a bit each for CRT, -ripple, and glitch, plus the 60 Hz time/frame that animates them. It is returned +`pardes_scene` is the matching full-window snapshot: a bit for CRT, plus the +60 Hz time/frame that animates it. It is returned by value, so the renderer never holds a pointer into live core state. A zero flags word is also the fast-path contract: draw the CoreText frame directly. @@ -662,8 +662,7 @@ longer leaves a dark titlebar over a cream grid. ## Scene effects -`Crt`, `Ripple`, and `Glitch` are three switches over one postprocess, not three -stacked filters. Their canonical macOS source is `shaders/crt.ci.metal`, which +`Crt` is one full-window postprocess. Its canonical macOS source is `shaders/crt.ci.metal`, which the build installs as `pardes.app/Contents/Resources/crt.ci.metal`. The Swift shell loads that exact asset with `CIKernel.kernels(withMetalString:)` and runs it through a `CIContext` created from the system Metal device. The source is @@ -673,14 +672,12 @@ The ordinary CoreText/attachment/cursor pass is one function. With any scene bit or panel track it targets a retained, backing-scale bitmap; kernels then sample the complete frame into the flipped view. PDFs, image panes, taglines, rules, and the caret therefore receive the same effect. With every bit off and -no panel track the bitmap and Core Image context are bypassed entirely. Ripple -and glitch alter sample coordinates only, preserving theme colors; CRT works +no panel track the bitmap and Core Image context are bypassed entirely. CRT works in linear light with restrained bloom, scan/mask, vignette, hum, and noise instead of applying a broad color remap. The scene kernel alone receives a `clampedToExtent` image and the final output -is cropped back to the original finite extent. Coordinate tears and chroma -samples therefore clamp to the edge exactly like SDL's scene sampler instead +is cropped back to the original finite extent. Chroma samples therefore clamp to the edge exactly like SDL's scene sampler instead of acquiring transparent-black seams from Core Image's finite source image. The Zig side owns the clock. `pardes_animation_tick` increments its wrapped @@ -689,8 +686,8 @@ from that integer. Input bursts cannot accelerate the shader. Pointer input follows the same destination-to-source transform as the last presented scene frame before it is divided by the cell metrics. The view keeps -that exact `pardes_scene_s` snapshot and mirrors the Metal barrel, ripple and -glitch sampling arithmetic in `ScenePostprocessor.sourcePoint`; pixels outside +that exact `pardes_scene_s` snapshot and mirrors the Metal barrel arithmetic +in `ScenePostprocessor.sourcePoint`; pixels outside the CRT tube have no cell. The resulting displayed-grid cell then reaches the core, whose panel-track mapping resolves it to canonical pane content. @@ -716,8 +713,8 @@ while `pardesComposedInCore` effects only clip the already-composed core cells; pixel attachments have no character value and pass through unchanged. Because the input is the finished bitmap rather than a glyph-only batch, backgrounds, glyphs, taglines, rules, the caret, PDF pages, and image -panes move and dissolve together. Scene CRT/ripple/glitch runs once after the -panel composition. +panes move and dissolve together. The scene CRT runs once after the panel +composition. With no scene bit and no panel track the retained bitmap, Core Image context, and Metal passes are bypassed. `EffectCode Panel*` links to this Metal diff --git a/docs/render-pipeline.md b/docs/render-pipeline.md index 2fd6045b..7c94fbea 100644 --- a/docs/render-pipeline.md +++ b/docs/render-pipeline.md @@ -505,16 +505,14 @@ Mirror ghostty 1.3.2 (`zig-pkg/ghostty-*/src/renderer/shadertoy.zig`, `custom-shader-animation`): off = redraw only when content changes; on = continuous while the window is focused; always = continuous. Continuous means the shell redraws its retained Surface (3.1), never a core tick or render. -- **Existing crt/ripple/glitch** become bundled Shadertoy files in - `shaders/post/` selected by the same builtins (decision 2: kept, polished); - `scene_effects` and `crt.frag.glsl`/`crt.zig` are deleted. Each bundled pass - takes a level, `Crt 0..3` (0 off, `on` the default 2, `off` and bare still - work), passed as `pardesLevel`: 2 is the polished rewrite, 3 at least as - strong as the old effects (pixels changed by more than 8 in a channel, - against a plain frame: Crt 18.3% vs 17.4% old, Ripple 11.1% vs 9.5%, Glitch - 9.3% a frame vs 8.1%); a Glitch level raises how often it slips as well as - how hard. The chain is - `Crt`, `Ripple`, `Glitch` and `Shader ` in the order they were put in +- **Existing crt** becomes a bundled Shadertoy file in `shaders/post/` under + the same builtin; `scene_effects` and `crt.frag.glsl`/`crt.zig` are deleted. + It takes a level, `Crt 0..3` (0 off, `on` the default 2, `off` and bare + still work), passed as `pardesLevel`: 2 is the polished rewrite, 3 at least + as strong as the old CRT (pixels changed by more than 8 in a channel against + a plain frame: 18.3% vs 17.4%). Ripple and Glitch were rewritten too, then + removed at the user's word after a live look (decision 8). The chain is + `Crt` and `Shader ` in the order they were put in (`Shader off` empties it of files), `ShaderAnimation off|on|always` (default on). The core keeps no clock for it: level A redraws are the shell's. @@ -905,3 +903,4 @@ goldens; ssh/tty byte budgets; wire version bump breaks mixed-version attach. 5. The animation pacing fix goes into the no-visual-change phase. 6. Cursor blink is on by default. 7. The bundled CRT has no barrel distortion, so clicks stay exact. +8. (After trying them live) Ripple and Glitch are removed entirely; Crt stays. diff --git a/docs/web.md b/docs/web.md index 3a68f958..bbbed8a3 100644 --- a/docs/web.md +++ b/docs/web.md @@ -42,7 +42,7 @@ shells, and two comptime capability flags say so once each. It exposes no `PanelAscii`, `PanelVertical`, `PanelEdges`, `PanelFall`, `PanelWave`, `PanelCurtain`, `PanelScramble`, `PanelType`) because `capabilities.panel_transitions` is `pardes.hosted`, and no -`Crt`/`Ripple`/`Glitch` because `capabilities.scene_shaders` is +`Crt` or `Shader` because `capabilities.scene_shaders` is `platform == .gui or platform == .macos` (`builtins.capabilities`; the words themselves carry those availabilities in `config.Runtime.settings`). Applying either faithfully would require a second canvas renderer and give up 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 Binary files a/shaders/prebuilt/post-glitch.frag.spv and /dev/null 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 Binary files a/shaders/prebuilt/post-ripple.frag.spv and /dev/null differ diff --git a/src/config.zig b/src/config.zig index e8c5a705..d1e5f23d 100644 --- a/src/config.zig +++ b/src/config.zig @@ -129,8 +129,6 @@ pub const leader_path = paths: { } if (builtins.capabilities.scene_shaders) { table.set(.Crt, "tr"); - table.set(.Ripple, "tR"); - table.set(.Glitch, "tg"); table.set(.Shader, null); table.set(.ShaderAnimation, null); } @@ -622,7 +620,7 @@ pub const Runtime = struct { pub const ShaderAnimation = enum { off, on, always }; - /// Each pass a bundled effect (Crt, Ripple, Glitch) or a Shadertoy file. + /// Each pass the bundled Crt or a Shadertoy file. pub const Post = struct { pub const max = 8; pub const Entry = struct { @@ -774,8 +772,8 @@ pub const Runtime = struct { pub const MessageTime = enum { linger, fall, dissolve }; pub const Toggle = enum { colors, wrap, tree_context_tag_style, tag_bottom, debug, focus_tint, column_tags, syntax_bold, verbose, message_animation, ligatures }; - /// The bundled post passes, each a Shadertoy file in shaders/post/. - pub const Scene = enum { crt, ripple, glitch }; + /// The bundled post pass, a Shadertoy file in shaders/post/. + pub const Scene = enum { crt }; pub const Action = union(enum) { toggle: Toggle, @@ -843,8 +841,6 @@ pub const Runtime = struct { .{ .word = "PanelScramble", .action = .{ .transition = .scramble }, .availability = .panel_transitions }, .{ .word = "PanelType", .action = .{ .transition = .typewriter }, .availability = .panel_transitions }, .{ .word = "Crt", .action = .{ .scene = .crt }, .availability = .scene_shaders }, - .{ .word = "Ripple", .action = .{ .scene = .ripple }, .availability = .scene_shaders }, - .{ .word = "Glitch", .action = .{ .scene = .glitch }, .availability = .scene_shaders }, .{ .word = "Shader", .action = .shader, .availability = .scene_shaders }, .{ .word = "ShaderAnimation", .action = .shader_animation, .availability = .scene_shaders }, }; @@ -1263,18 +1259,18 @@ pub const Runtime = struct { test "the post chain runs in the order its passes were put in, and Shader off empties it of files" { var state: Runtime = .{}; try std.testing.expect(apply(&state, find("Shader").?, " ~/a.glsl\n")); - try std.testing.expect(apply(&state, find("Glitch").?, "on")); + try std.testing.expect(apply(&state, find("Crt").?, "on")); try std.testing.expect(apply(&state, find("Shader").?, "/b.glsl")); const chain = state.post.list(); try std.testing.expectEqual(@as(usize, 3), chain.len); try std.testing.expectEqualStrings("~/a.glsl", chain[0].path.get()); - try std.testing.expectEqual(Scene.glitch, chain[1].scene.?); + try std.testing.expectEqual(Scene.crt, chain[1].scene.?); try std.testing.expectEqualStrings("/b.glsl", chain[2].path.get()); const moved = state.post.generation; // A file named again leaves; the others keep their order. try std.testing.expect(apply(&state, find("Shader").?, "~/a.glsl")); try std.testing.expect(state.post.generation != moved); - try std.testing.expectEqual(Scene.glitch, state.post.list()[0].scene.?); + try std.testing.expectEqual(Scene.crt, state.post.list()[0].scene.?); try std.testing.expect(apply(&state, find("Shader").?, "off")); try std.testing.expectEqual(@as(usize, 1), state.post.len); try std.testing.expect(!apply(&state, find("Shader").?, null)); @@ -1288,7 +1284,7 @@ pub const Runtime = struct { const crt = find("Crt").?; try std.testing.expect(apply(&state, crt, "on")); try std.testing.expectEqual(@as(u8, Post.default_level), state.post.level(.crt)); - try std.testing.expect(apply(&state, find("Glitch").?, "1")); + try std.testing.expect(apply(&state, find("Shader").?, "/after.glsl")); const moved = state.post.generation; try std.testing.expect(apply(&state, crt, "3")); try std.testing.expectEqual(@as(u8, 3), state.post.level(.crt)); @@ -1472,8 +1468,6 @@ pub const Runtime = struct { }, .scene => |effect| switch (effect) { .crt => "Crt 2\n", - .ripple => "Ripple 2\n", - .glitch => "Glitch 2\n", }, .shader => "Shader ~/crt.glsl\n", .shader_animation => "ShaderAnimation always\n", @@ -1544,8 +1538,6 @@ pub const Runtime = struct { try std.testing.expect(std.mem.indexOf(u8, defaults_report, "Font requested") == null); try std.testing.expect(std.mem.indexOf(u8, defaults_report, "Panel transition off\n") != null); try std.testing.expect(std.mem.indexOf(u8, defaults_report, "Crt unsupported\n") != null); - try std.testing.expect(std.mem.indexOf(u8, defaults_report, "Ripple unsupported\n") != null); - try std.testing.expect(std.mem.indexOf(u8, defaults_report, "Glitch unsupported\n") != null); try std.testing.expect(std.mem.indexOf(u8, defaults_report, "TaglineSize unsupported\n") != null); try std.testing.expect(std.mem.indexOf(u8, defaults_report, "Look hover delay: off\n") != null); try std.testing.expect(std.mem.indexOf(u8, defaults_report, "Native images: off\n") != null); diff --git a/src/effect_sources.zig b/src/effect_sources.zig index 6ce11160..83bd1313 100644 --- a/src/effect_sources.zig +++ b/src/effect_sources.zig @@ -12,10 +12,8 @@ const ui_fragment_path = shader_dir ++ "ui.frag.glsl"; const image_vertex_path = shader_dir ++ "image.vert.glsl"; const image_fragment_path = shader_dir ++ "image.frag.glsl"; const post_vertex_path = shader_dir ++ "post.vert.glsl"; -// The bundled post passes as compiled: the prefix and the pass together. +// The bundled post pass as compiled: the prefix and the pass together. const post_crt_path = shader_dir ++ "post-crt.frag.glsl"; -const post_ripple_path = shader_dir ++ "post-ripple.frag.glsl"; -const post_glitch_path = shader_dir ++ "post-glitch.frag.glsl"; pub const Backend = @TypeOf(build_config.platform); pub const backend: Backend = build_config.platform; @@ -55,8 +53,6 @@ pub const files = switch (backend) { .{ .path = image_fragment_path, .contents = @embedFile("effect-source-image.frag.glsl") }, .{ .path = post_vertex_path, .contents = @embedFile("effect-source-post.vert.glsl") }, .{ .path = post_crt_path, .contents = @embedFile("effect-source-post-crt.frag.glsl") }, - .{ .path = post_ripple_path, .contents = @embedFile("effect-source-post-ripple.frag.glsl") }, - .{ .path = post_glitch_path, .contents = @embedFile("effect-source-post-glitch.frag.glsl") }, }, .macos => [_]filesystem.Source{ .{ .path = "src/macos/Sources/PardesView.swift", .contents = @embedFile("macos/Sources/PardesView.swift") }, @@ -77,8 +73,6 @@ pub fn forSetting(setting: config.Runtime.Setting) ?[]const []const u8 { .scene => |effect| switch (backend) { .gui => switch (effect) { .crt => &.{ "src/gui/Post.zig", "src/gui/gui.zig", post_vertex_path, post_crt_path }, - .ripple => &.{ "src/gui/Post.zig", "src/gui/gui.zig", post_vertex_path, post_ripple_path }, - .glitch => &.{ "src/gui/Post.zig", "src/gui/gui.zig", post_vertex_path, post_glitch_path }, }, .macos => &.{ "src/macos/Sources/PardesView.swift", "src/macos/Sources/ScenePostprocessor.swift", "shaders/crt.ci.metal" }, .tty, .web, .esp32p4 => null, diff --git a/src/gui/Post.zig b/src/gui/Post.zig index d9d3d53e..f715965f 100644 --- a/src/gui/Post.zig +++ b/src/gui/Post.zig @@ -1,7 +1,7 @@ //! The post chain (docs/render-pipeline.md §6): Shadertoy passes over the //! finished frame, each reading the one before it (the frame first) and the -//! last one writing the window. A pass is bundled (Crt, Ripple, Glitch: -//! shaders/post/, compiled with the build) or a user's file (Shader ), +//! last one writing the window. A pass is the bundled Crt (shaders/post/, +//! compiled with the build) or a user's file (Shader ), //! compiled when it joins the chain by the build's own glslc invocation on a //! thread of its own, never on the frame path. A file whose compile fails //! keeps its last good pipeline, and glslc missing is said once. @@ -28,8 +28,6 @@ const prefix = @embedFile("post-prefix.glsl"); const vert_spv = @embedFile("post.vert.spv"); const bundled_spv = std.EnumArray(Scene, []const u8).init(.{ .crt = @embedFile("post-crt.frag.spv"), - .ripple = @embedFile("post-ripple.frag.spv"), - .glitch = @embedFile("post-glitch.frag.spv"), }); /// ghostty's Shadertoy uniform block, member for member in the GLSL block's @@ -170,7 +168,7 @@ fn collect(post: *Post, gpa: std.mem.Allocator, device: *c.SDL_GPUDevice, format .none => {}, .missing => if (!post.missing_said) { post.missing_said = true; - core.setMessage(core.active, "Shader: glslc is not on PATH, so Shadertoy files do not run (Crt, Ripple and Glitch do)"); + core.setMessage(core.active, "Shader: glslc is not on PATH, so Shadertoy files do not run (Crt does)"); }, .failed => |text| { defer gpa.free(text); diff --git a/src/macos.zig b/src/macos.zig index 0bad86ee..6cd7838f 100644 --- a/src/macos.zig +++ b/src/macos.zig @@ -112,8 +112,6 @@ const cell_flag_default: u8 = 1; const cell_flag_tagline: u8 = 2; const cell_flag_hover: u8 = 4; const scene_flag_crt: u32 = 1 << 0; -const scene_flag_ripple: u32 = 1 << 1; -const scene_flag_glitch: u32 = 1 << 2; const scene_frame_hz: u32 = 60; const scene_wrap_ns: u64 = 4096 * std.time.ns_per_s; @@ -850,13 +848,11 @@ export fn pardes_should_quit() bool { return st.core.quit; } -// The Metal shell keeps its own CRT, ripple and glitch kernel: the bundled -// passes of the GUI's post chain, as flags. +// The Metal shell keeps its own CRT kernel: the GUI's bundled post pass, as +// a flag. fn encodeSceneEffects(post: *const pardes.config.Runtime.Post) u32 { var flags: u32 = 0; if (post.has(.crt)) flags |= scene_flag_crt; - if (post.has(.ripple)) flags |= scene_flag_ripple; - if (post.has(.glitch)) flags |= scene_flag_glitch; return flags; } @@ -2842,8 +2838,6 @@ test "pardes.h matches the Zig boundary" { try expectEqual(@as(u8, c.PARDES_CELL_HOVER), cell_flag_hover); try expectEqual(@as(u16, c.PARDES_TOPBAR_H), pardes.TOPBAR_H); try expectEqual(@as(u32, c.PARDES_SCENE_CRT), scene_flag_crt); - try expectEqual(@as(u32, c.PARDES_SCENE_RIPPLE), scene_flag_ripple); - try expectEqual(@as(u32, c.PARDES_SCENE_GLITCH), scene_flag_glitch); try expectEqual(@as(u8, c.PARDES_PANEL_OPENING), @intFromEnum(animation.Phase.opening)); try expectEqual(@as(u8, c.PARDES_PANEL_MOVING), @intFromEnum(animation.Phase.moving)); try expectEqual(@as(u8, c.PARDES_PANEL_CLOSING), @intFromEnum(animation.Phase.closing)); @@ -2918,13 +2912,6 @@ test "scene effect flags and display clock are compact and independent" { try expectEqual(@as(u32, 0), encodeSceneEffects(&post)); _ = post.set(.crt, "", true); try expectEqual(scene_flag_crt, encodeSceneEffects(&post)); - _ = post.set(.ripple, "", true); - _ = post.set(.glitch, "", true); - try expectEqual(scene_flag_crt | scene_flag_ripple | scene_flag_glitch, encodeSceneEffects(&post)); - try expectEqual( - scene_flag_crt | scene_flag_ripple | scene_flag_glitch, - encodeSceneEffects(.{ .crt = true, .ripple = true, .glitch = true }), - ); var st: State = undefined; st.scene_ns = scene_wrap_ns - (std.time.ns_per_ms * 5); diff --git a/src/macos/Sources/PardesView.swift b/src/macos/Sources/PardesView.swift index 70f467e3..8ba9c84b 100644 --- a/src/macos/Sources/PardesView.swift +++ b/src/macos/Sources/PardesView.swift @@ -684,7 +684,7 @@ final class PardesView: NSView { private var latchedButton: pardes_mouse_button_e? private var latchedCell: GridPoint? /// Last physical point delivered by AppKit and its mapping through the - /// accepted scene. Ripple/glitch can move a source cell under a stationary + /// accepted scene. The CRT's barrel moves a source cell under a stationary /// hand, so successful scene presentations reconcile this point again. private var pointerPoint: CGPoint? private var pointerCell: GridPoint? diff --git a/src/macos/Sources/ScenePostprocessor.swift b/src/macos/Sources/ScenePostprocessor.swift index cf7892b3..41d54e34 100644 --- a/src/macos/Sources/ScenePostprocessor.swift +++ b/src/macos/Sources/ScenePostprocessor.swift @@ -205,11 +205,9 @@ final class ScenePostprocessor { if scene.flags != 0 { let crt: Float = scene.flags & UInt32(PARDES_SCENE_CRT) != 0 ? 1 : 0 - let ripple: Float = scene.flags & UInt32(PARDES_SCENE_RIPPLE) != 0 ? 1 : 0 - let glitch: Float = scene.flags & UInt32(PARDES_SCENE_GLITCH) != 0 ? 1 : 0 // SDL samples the scene with CLAMP_TO_EDGE. A finite Core Image // instead supplies transparent black outside its extent, which - // would make ripple/glitch tear dark seams at the window edge. + // would tear dark seams at the window edge. // Clamp the input only; the kernel still emits true black before // sampling when a destination lies outside the CRT tube. let sceneInput = filtered.clampedToExtent() @@ -218,7 +216,7 @@ final class ScenePostprocessor { roiCallback: { _, _ in extent }, arguments: [ sceneInput, scene.time_seconds, Float(scene.frame), - crt, ripple, glitch, + crt, CIVector(x: extent.width, y: extent.height), CIVector(x: extent.minX, y: extent.minY), ]) @@ -291,7 +289,7 @@ final class ScenePostprocessor { /// The scene kernel is a destination-to-source mapping. Pointer input must /// apply that same mapping before the grid and its panel tracks see a cell, - /// otherwise a visible word under ripple/glitch is not the word Look gets. + /// otherwise a visible word under the barrel is not the word Look gets. static func sourcePoint( _ point: CGPoint, size: CGSize, @@ -311,27 +309,8 @@ final class ScenePostprocessor { ccY *= barrel uvX = ccX * 0.5 + 0.5 uvY = ccY * 0.5 + 0.5 - // Only CRT has a black tube. Ripple/glitch without CRT sample through - // the texture's clamp-to-edge policy and remain clickable there. + // The CRT's black tube has no cell under it. if crt > 0.5 && min(min(uvX, uvY), min(1 - uvX, 1 - uvY)) <= 0 { return nil } - - let time = scene.time_seconds - if scene.flags & UInt32(PARDES_SCENE_RIPPLE) != 0 { - let centeredX = uvX - 0.5 - let centeredY = uvY - 0.5 - let radius = sqrtf(centeredX * centeredX + centeredY * centeredY) - let envelope = 1 - smoothstep(0.04, 0.72, radius) - let wave = sinf(radius * 42 - time * 5.2) - let travel = wave * envelope * 0.0032 / max(radius, 0.00001) - uvX += centeredX * travel - uvY += centeredY * travel - } - if scene.flags & UInt32(PARDES_SCENE_GLITCH) != 0 { - let band = floorf(uvY * 96) - let seed = noise(band, floorf(time * 13)) - let tear = smoothstep(0.955, 1, seed) - uvX += (noise(seed, band) - 0.5) * tear * 0.020 - } uvX = min(max(uvX, 0), max(0, 1 - 1 / Float(size.width))) uvY = min(max(uvY, 0), max(0, 1 - 1 / Float(size.height))) return CGPoint( @@ -339,23 +318,4 @@ final class ScenePostprocessor { y: CGFloat(1 - uvY) * size.height) } - private static func smoothstep(_ edge0: Float, _ edge1: Float, _ x: Float) -> Float { - let t = min(max((x - edge0) / (edge1 - edge0), 0), 1) - return t * t * (3 - 2 * t) - } - - /// Scalar spelling of pardesNoise in crt.ci.metal. Float arithmetic is - /// deliberate: the shader's band decision must not move at a Double round. - private static func noise(_ x: Float, _ y: Float) -> Float { - var qx = fract(x * 0.1031) - var qy = fract(y * 0.1031) - var qz = fract(x * 0.1031) - let d = qx * (qy + 33.33) + qy * (qz + 33.33) + qz * (qx + 33.33) - qx += d - qy += d - qz += d - return fract((qx + qy) * qz) - } - - private static func fract(_ x: Float) -> Float { x - floorf(x) } } diff --git a/src/macos/pardes.h b/src/macos/pardes.h index f74330e5..29f8a37d 100644 --- a/src/macos/pardes.h +++ b/src/macos/pardes.h @@ -82,8 +82,7 @@ typedef struct { // from the background colour, which a real selection shares. #define PARDES_CELL_HOVER 0x04u -// One coherent snapshot for the full-window shader pass. The bitmask lets the -// host run CRT, ripple and glitch in one kernel instead of stacking filters; +// One coherent snapshot for the full-window shader pass (CRT); // time/frame advance only on pardes_animation_tick's display clock. typedef struct { uint32_t flags; @@ -92,8 +91,6 @@ typedef struct { } pardes_scene_s; #define PARDES_SCENE_CRT 0x01u -#define PARDES_SCENE_RIPPLE 0x02u -#define PARDES_SCENE_GLITCH 0x04u // One backend-neutral pane transition. Boxes are logical cell rectangles; // the native shader converts them to backing pixels using the same measured diff --git a/test/output.zig b/test/output.zig index 0fdd9f4d..e49ec4ff 100644 --- a/test/output.zig +++ b/test/output.zig @@ -669,7 +669,7 @@ test "every enabled setting builtin mutates the State Config reports" { try std.testing.expect(std.mem.indexOf(u8, report, transition) != null); // A bare word turns a bundled pass on at its default level. const scene_status = if (builtins.capabilities.scene_shaders) "2" else "unsupported"; - for ([_][]const u8{ "Crt", "Ripple", "Glitch" }) |name| { + for ([_][]const u8{"Crt"}) |name| { const line = try std.fmt.bufPrint(&buf, "{s} {s}\n", .{ name, scene_status }); try std.testing.expect(std.mem.indexOf(u8, report, line) != null); } -- cgit v1.3