From fde030a699b3d6667d1fa21ae192b5011e3f373f Mon Sep 17 00:00:00 2001 From: Gabriel Schneider Date: Mon, 28 Sep 2026 23:50:56 -0300 Subject: Rules and chrome scale with the display's density; dark pages get visible 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}. --- shaders/prebuilt/ui.vert.glsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'shaders/prebuilt/ui.vert.glsl') 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. -- cgit v1.3