From c6a5aaf5c4a020eaefe24943ecb6cf9d4eb26836 Mon Sep 17 00:00:00 2001 From: Gabriel Schneider Date: Mon, 28 Sep 2026 15:57:22 -0300 Subject: Post chain: Shadertoy passes compiled by glslc; Crt, Ripple and Glitch 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 ) 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. --- shaders/prebuilt/crt.frag.glsl | 175 --------------------------------- shaders/prebuilt/crt.frag.spv | Bin 13832 -> 0 bytes shaders/prebuilt/crt.vert.glsl | 9 -- shaders/prebuilt/crt.vert.spv | Bin 1208 -> 0 bytes shaders/prebuilt/post-crt.frag.glsl | 146 +++++++++++++++++++++++++++ shaders/prebuilt/post-crt.frag.spv | Bin 0 -> 9480 bytes shaders/prebuilt/post-glitch.frag.glsl | 127 ++++++++++++++++++++++++ shaders/prebuilt/post-glitch.frag.spv | Bin 0 -> 8308 bytes shaders/prebuilt/post-ripple.frag.glsl | 116 ++++++++++++++++++++++ shaders/prebuilt/post-ripple.frag.spv | Bin 0 -> 7180 bytes shaders/prebuilt/post.vert.glsl | 10 ++ shaders/prebuilt/post.vert.spv | Bin 0 -> 1208 bytes 12 files changed, 399 insertions(+), 184 deletions(-) delete mode 100644 shaders/prebuilt/crt.frag.glsl delete mode 100644 shaders/prebuilt/crt.frag.spv delete mode 100644 shaders/prebuilt/crt.vert.glsl delete mode 100644 shaders/prebuilt/crt.vert.spv create mode 100644 shaders/prebuilt/post-crt.frag.glsl create mode 100644 shaders/prebuilt/post-crt.frag.spv create mode 100644 shaders/prebuilt/post-glitch.frag.glsl create mode 100644 shaders/prebuilt/post-glitch.frag.spv create mode 100644 shaders/prebuilt/post-ripple.frag.glsl create mode 100644 shaders/prebuilt/post-ripple.frag.spv create mode 100644 shaders/prebuilt/post.vert.glsl create mode 100644 shaders/prebuilt/post.vert.spv (limited to 'shaders/prebuilt') diff --git a/shaders/prebuilt/crt.frag.glsl b/shaders/prebuilt/crt.frag.glsl deleted file mode 100644 index b0b0b93b..00000000 --- a/shaders/prebuilt/crt.frag.glsl +++ /dev/null @@ -1,175 +0,0 @@ -#version 450 - -// The Crt builtin's post-process. Screen point cc shows the scene at -// uv' = cc*(1 + BARREL*r2), and src/gui/crt.zig maps mouse input through that -// same transform — keep them equal or clicks drift near the edges. - -layout(set = 2, binding = 0) uniform sampler2D u_scene; -layout(std140, set = 3, binding = 0) uniform CrtUniforms { - float time_seconds; - float frame; - vec2 viewport; - // x = CRT, y = ripple, z = glitch. One scene pass can combine them. - vec4 effects; -} u_crt; - -layout(location = 0) out vec4 o_col; - -const float TAU = 6.28318530718; -const float BARREL = 0.016; // MUST match src/gui/crt.zig barrel -const float EDGE_SOFTNESS_PX = 3.5; -const float CHROMA_PX = 0.28; // radial R/B separation in physical pixels at r2=1 -const float BLOOM_RADIUS_PX = 1.75; -const float BLOOM_THRESHOLD = 0.60; // linear-light channel peak -const float BLOOM_SOFTNESS = 0.25; -const float BLOOM_STRENGTH = 0.045; -const float SCAN_PERIOD_PX = 3.0; -const float SCAN_STRENGTH = 0.055; -const float MASK_PERIOD_PX = 3.0; -const float MASK_STRENGTH = 0.015; -const float VIGNETTE_STRENGTH = 0.11; // 11% only at the extreme corners -const float HUM_STRENGTH = 0.0025; -const float NOISE_STRENGTH = 0.0020; -const float EXPOSURE = 1.012; - -vec3 srgbToLinear(vec3 c) { - vec3 low = c / 12.92; - vec3 high = pow((c + 0.055) / 1.055, vec3(2.4)); - return mix(high, low, lessThanEqual(c, vec3(0.04045))); -} - -vec3 linearToSrgb(vec3 c) { - c = max(c, vec3(0.0)); - vec3 low = c * 12.92; - vec3 high = 1.055 * pow(c, vec3(1.0 / 2.4)) - 0.055; - return mix(high, low, lessThanEqual(c, vec3(0.0031308))); -} - -vec3 sceneLinear(vec2 uv) { - return srgbToLinear(texture(u_scene, uv).rgb); -} - -vec3 brightPass(vec2 uv) { - vec3 c = sceneLinear(uv); - float peak = max(c.r, max(c.g, c.b)); - return c * smoothstep(BLOOM_THRESHOLD, BLOOM_THRESHOLD + BLOOM_SOFTNESS, peak); -} - -float noiseAt(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); -} - -// The non-CRT scene effects deliberately distort the source coordinates, -// rather than remapping the final colors. Themes retain their palette and the -// effects remain composable with the linear-light CRT treatment below. -vec2 sceneUv(vec2 uv) { - if (u_crt.effects.y > 0.5) { - vec2 centered = uv - 0.5; - float radius = length(centered); - float envelope = 1.0 - smoothstep(0.04, 0.72, radius); - float wave = sin(radius * 42.0 - u_crt.time_seconds * 5.2); - uv += centered / max(radius, 0.00001) * wave * envelope * 0.0032; - } - if (u_crt.effects.z > 0.5) { - float band = floor(uv.y * 96.0); - float seed = noiseAt(vec2(band, floor(u_crt.time_seconds * 13.0))); - float tear = smoothstep(0.955, 1.0, seed); - uv.x += (noiseAt(vec2(seed, band)) - 0.5) * tear * 0.020; - } - return uv; -} - -// The scene, ALPHA INCLUDED: with a see-through ground the grid arrives -// premultiplied and partly empty, and a pass that dropped .a would turn the -// desktop behind a `*_transparent` theme into opaque black the moment Crt, -// Ripple or Glitch came on. -vec4 sceneSrgb(vec2 uv) { - vec2 warped = sceneUv(uv); - vec4 center = texture(u_scene, warped); - if (u_crt.effects.z <= 0.5) return center; - - float band = floor(warped.y * 96.0); - float seed = noiseAt(vec2(band, floor(u_crt.time_seconds * 13.0))); - float tear = smoothstep(0.955, 1.0, seed); - vec2 chroma = vec2((0.35 + 1.25 * tear) / u_crt.viewport.x, 0.0); - return vec4( - texture(u_scene, warped + chroma).r, - center.g, - texture(u_scene, warped - chroma).b, - center.a - ); -} - -vec3 effectSceneLinear(vec2 uv) { - return srgbToLinear(sceneSrgb(uv).rgb); -} - -void main() { - vec2 size = u_crt.viewport; - vec2 texel = 1.0 / size; - vec2 cc = gl_FragCoord.xy / size * 2.0 - 1.0; - float r2 = dot(cc, cc); - vec2 uv = cc * (1.0 + BARREL * r2 * u_crt.effects.x) * 0.5 + 0.5; - - // Ripple and glitch are useful without the CRT. They only move samples; - // skip every tube-specific light/mask/exposure adjustment. - if (u_crt.effects.x <= 0.5) { - // The scene texture is already sRGB. Avoid a needless transfer-curve - // round trip so a coordinate-only effect preserves theme bytes. - vec4 s = sceneSrgb(uv); - o_col = vec4(clamp(s.rgb, 0.0, 1.0), clamp(s.a, 0.0, 1.0)); - return; - } - - vec3 col = vec3(0.0); - // Outside the tube nothing is drawn, so nothing is covered either: the - // old opaque black there would have punched a rectangle out of the - // compositor's backdrop. - float alpha = 0.0; - float edge = min(min(uv.x, uv.y), min(1.0 - uv.x, 1.0 - uv.y)); - if (edge > 0.0) { - vec3 center = effectSceneLinear(uv); - vec2 chroma = cc * (CHROMA_PX * r2) * texel; - // Each radial sample follows the same ripple/glitch path from its own - // pre-warp coordinate. This is also how the Metal kernel composes the - // effects; sampling a once-warped center here made combined effects - // diverge between the two GUI backends. - col = vec3( - effectSceneLinear(uv + chroma).r, - center.g, - effectSceneLinear(uv - chroma).b - ); - - vec2 bloom_px = texel * BLOOM_RADIUS_PX; - vec3 bloom = brightPass(uv + vec2(bloom_px.x, 0.0)) + - brightPass(uv - vec2(bloom_px.x, 0.0)) + - brightPass(uv + vec2(0.0, bloom_px.y)) + - brightPass(uv - vec2(0.0, bloom_px.y)); - col += bloom * (0.25 * BLOOM_STRENGTH); - - // The mask has unit mean and the scan loss stays small; neither needs - // the old global lift that remapped every theme toward white. - float scan_wave = 0.5 + 0.5 * cos(gl_FragCoord.y * TAU / SCAN_PERIOD_PX); - col *= 1.0 - SCAN_STRENGTH * scan_wave * scan_wave; - vec3 mask = 1.0 + MASK_STRENGTH * cos( - gl_FragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0) - ); - col *= mask; - - vec2 edge_px = min(uv, 1.0 - uv) * size; - float tube = smoothstep(0.0, EDGE_SOFTNESS_PX, min(edge_px.x, edge_px.y)); - float vignette = 1.0 - VIGNETTE_STRENGTH * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6); - float hum = 1.0 + HUM_STRENGTH * sin((uv.y * 1.35 - u_crt.time_seconds * 0.11) * TAU); - col *= tube * vignette * hum * EXPOSURE; - // The tube's edge falloff dims coverage as well as colour; everything - // else here is a light adjustment and leaves it alone. - alpha = sceneSrgb(uv).a * tube; - - float luma = dot(col, vec3(0.2126, 0.7152, 0.0722)); - vec2 noise_seed = gl_FragCoord.xy + vec2(u_crt.frame * 17.0, u_crt.frame * 59.0); - col += (noiseAt(noise_seed) - 0.5) * NOISE_STRENGTH * (0.15 + 0.85 * clamp(luma, 0.0, 1.0)); - } - o_col = vec4(linearToSrgb(clamp(col, 0.0, 1.0)), clamp(alpha, 0.0, 1.0)); -} diff --git a/shaders/prebuilt/crt.frag.spv b/shaders/prebuilt/crt.frag.spv deleted file mode 100644 index f0e14627..00000000 Binary files a/shaders/prebuilt/crt.frag.spv and /dev/null differ diff --git a/shaders/prebuilt/crt.vert.glsl b/shaders/prebuilt/crt.vert.glsl deleted file mode 100644 index 4e15fcdf..00000000 --- a/shaders/prebuilt/crt.vert.glsl +++ /dev/null @@ -1,9 +0,0 @@ -#version 450 - -// CRT post-process pass: one fullscreen triangle from gl_VertexIndex, no -// vertex buffer. The fragment shader derives uv from gl_FragCoord. - -void main() { - vec2 p = vec2(float((gl_VertexIndex << 1) & 2), float(gl_VertexIndex & 2)); - gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0); -} diff --git a/shaders/prebuilt/crt.vert.spv b/shaders/prebuilt/crt.vert.spv deleted file mode 100644 index 8a75ebb3..00000000 Binary files a/shaders/prebuilt/crt.vert.spv and /dev/null differ diff --git a/shaders/prebuilt/post-crt.frag.glsl b/shaders/prebuilt/post-crt.frag.glsl new file mode 100644 index 00000000..11b95272 --- /dev/null +++ b/shaders/prebuilt/post-crt.frag.glsl @@ -0,0 +1,146 @@ +#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: 1 when the window is opaque, so a pass cannot punch holes +// in it through its alpha. +layout(set = 3, binding = 1, std140) uniform PardesPost { + float pardesOpaque; +}; + +#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 +// Crt: a slot-mask tube's light, with nothing that moves a pixel. There is +// no barrel: every click lands where it is drawn, rails and grips at the +// window's edges included. What is left is light: a beam profile for the +// scanlines, an aperture mask, a soft bloom of the brightest ink, a faint +// vignette and the hum of a live tube. Everything is worked out in linear +// light and dithered back into 8 bits, so the vignette never bands. It is a +// Shadertoy file: pardes puts its prefix before it (shaders/post/prefix.glsl). + +const float TAU = 6.28318530718; +const float CHROMA_PX = 0.35; // red and blue apart, at the corners +const float BLOOM_RADIUS_PX = 1.75; +const float BLOOM_THRESHOLD = 0.60; // linear-light channel peak +const float BLOOM_SOFTNESS = 0.25; +const float BLOOM_STRENGTH = 0.05; +const float SCAN_PERIOD_PX = 3.0; +const float SCAN_STRENGTH = 0.07; +const float MASK_PERIOD_PX = 3.0; +const float MASK_STRENGTH = 0.018; +const float VIGNETTE_STRENGTH = 0.12; // at the far corners only +const float HUM_STRENGTH = 0.004; +const float HUM_HZ = 0.11; +const float EXPOSURE = 1.015; + +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))); +} + +vec3 scene(vec2 uv) { + return toLinear(texture(iChannel0, uv).rgb); +} + +vec3 brightPass(vec2 uv) { + vec3 c = scene(uv); + float peak = max(c.r, max(c.g, c.b)); + return c * smoothstep(BLOOM_THRESHOLD, BLOOM_THRESHOLD + BLOOM_SOFTNESS, peak); +} + +// Interleaved gradient noise: a dither with no visible pattern. +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 texel = 1.0 / size; + vec2 uv = fragCoord / size; + vec2 cc = uv * 2.0 - 1.0; + float r2 = dot(cc, cc); + + // The beam converges least at the corners: red and blue drift apart + // there, by a third of a pixel. + vec2 chroma = cc * (CHROMA_PX * r2 * 0.5) * texel; + vec3 col = vec3(scene(uv + chroma).r, scene(uv).g, scene(uv - chroma).b); + + vec2 b = texel * BLOOM_RADIUS_PX; + vec3 bloom = brightPass(uv + vec2(b.x, 0.0)) + brightPass(uv - vec2(b.x, 0.0)) + + brightPass(uv + vec2(0.0, b.y)) + brightPass(uv - vec2(0.0, b.y)); + col += bloom * (0.25 * BLOOM_STRENGTH); + + // 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); + col *= 1.0 - SCAN_STRENGTH * (line * line - 0.375) / 0.625; + col *= 1.0 + MASK_STRENGTH * cos(fragCoord.x * TAU / MASK_PERIOD_PX + vec3(0.0, TAU / 3.0, 2.0 * TAU / 3.0)); + + float vignette = 1.0 - VIGNETTE_STRENGTH * pow(clamp(r2 * 0.5, 0.0, 1.0), 1.6); + float hum = 1.0 + HUM_STRENGTH * sin((uv.y * 1.35 - iTime * HUM_HZ) * TAU); + col *= vignette * hum * EXPOSURE; + + vec3 srgb = toSrgb(col); + srgb += (ign(fragCoord + float(iFrame % 64) * vec2(5.588238, 5.588238)) - 0.5) / 255.0; + fragColor = vec4(clamp(srgb, 0.0, 1.0), texture(iChannel0, uv).a); +} diff --git a/shaders/prebuilt/post-crt.frag.spv b/shaders/prebuilt/post-crt.frag.spv new file mode 100644 index 00000000..e4d98138 Binary files /dev/null and b/shaders/prebuilt/post-crt.frag.spv differ diff --git a/shaders/prebuilt/post-glitch.frag.glsl b/shaders/prebuilt/post-glitch.frag.glsl new file mode 100644 index 00000000..46538452 --- /dev/null +++ b/shaders/prebuilt/post-glitch.frag.glsl @@ -0,0 +1,127 @@ +#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: 1 when the window is opaque, so a pass cannot punch holes +// in it through its alpha. +layout(set = 3, binding = 1, std140) uniform PardesPost { + float pardesOpaque; +}; + +#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. 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. + +const float PERIOD = 2.4; // seconds between bursts, on average +const float BURST = 0.28; // seconds a burst lasts +const float STEP_HZ = 24.0; // how often a burst re-tears +const float SHIFT_PX = 14.0; +const float SPLIT_PX = 2.5; +const float DIP = 0.12; + +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 STEP_HZ during the burst; about one + // band in four tears. + float tick = floor(iTime * STEP_HZ); + 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(0.72, 0.9, roll) * envelope; + float shift = (hash(vec2(tick, band + 11.0)) - 0.5) * 2.0 * SHIFT_PX * tear; + vec2 at = vec2(fragCoord.x + shift, fragCoord.y); + vec2 split = vec2(SPLIT_PX * 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 new file mode 100644 index 00000000..8a224958 Binary files /dev/null and b/shaders/prebuilt/post-glitch.frag.spv differ diff --git a/shaders/prebuilt/post-ripple.frag.glsl b/shaders/prebuilt/post-ripple.frag.glsl new file mode 100644 index 00000000..28059def --- /dev/null +++ b/shaders/prebuilt/post-ripple.frag.glsl @@ -0,0 +1,116 @@ +#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: 1 when the window is opaque, so a pass cannot punch holes +// in it through its alpha. +layout(set = 3, binding = 1, std140) uniform PardesPost { + float pardesOpaque; +}; + +#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; 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 WAVELENGTH_PX = 150.0; +const float SPEED_PX = 55.0; // outward, per second +const float AMPLITUDE_PX = 2.2; +const float SHADE = 0.035; // light on a slope, linear +const float EASE_IN = 0.5; // seconds + +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, 0.95, radius / reach)); + float ease = smoothstep(0.0, EASE_IN, iTime); + float phase = (radius - iTime * SPEED_PX) * TAU / WAVELENGTH_PX; + float height = sin(phase); + float slope = cos(phase); + vec2 dir = offset / max(radius, 1e-3); + vec2 moved = fragCoord + dir * height * AMPLITUDE_PX * 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 new file mode 100644 index 00000000..1a105a33 Binary files /dev/null and b/shaders/prebuilt/post-ripple.frag.spv differ diff --git a/shaders/prebuilt/post.vert.glsl b/shaders/prebuilt/post.vert.glsl new file mode 100644 index 00000000..86739a65 --- /dev/null +++ b/shaders/prebuilt/post.vert.glsl @@ -0,0 +1,10 @@ +#version 450 + +// A post pass (docs/render-pipeline.md §6): one fullscreen triangle from +// gl_VertexIndex, no vertex buffer. The Shadertoy fragment shader works from +// gl_FragCoord, y down, as its fragCoord. + +void main() { + vec2 p = vec2(float((gl_VertexIndex << 1) & 2), float(gl_VertexIndex & 2)); + gl_Position = vec4(p * 2.0 - 1.0, 0.0, 1.0); +} diff --git a/shaders/prebuilt/post.vert.spv b/shaders/prebuilt/post.vert.spv new file mode 100644 index 00000000..8a75ebb3 Binary files /dev/null and b/shaders/prebuilt/post.vert.spv differ -- cgit v1.3