From deeb8ac54f71d4322a778336db9a7aec411c23ce Mon Sep 17 00:00:00 2001 From: Gabriel Schneider Date: Mon, 28 Sep 2026 16:44:51 -0300 Subject: G1: Lift, soft elevation shadows (off by default) `Lift` (a GUI toggle, capability lift) lifts the focused pane on a critically damped spring (animation.Spring: closed form, about 240 ms to settle, velocity kept across retargets, settled = no frames) and floats notices. The core puts the lift on the regions (Region.lift, on the wire); the GUI casts from it: a soft shadow is decor, an erf rectangle on one quad grown by 3 sigma (decor.frag, flag 0x10000000), in the quad's own space so a track's transform carries it; darken-only, the caster's rect left alone, alpha pre-warped for linear light and IGN-dithered. Cast last in its group, so a neighbour's rails and rules darken with its text; a notice's before its rule. Strength is capped per theme so text over the darkest shadow keeps min(its contrast, 4.5) (test over the native themes). Opt-in until the focus lift/dim default is decided. Feel review material: docs/effects.md. Test-mode PARDES_TEST_SERIES keeps every captured frame. Shared files touched: pardes.zig (two fields, one nextWake line), detached/wire.zig (lift on the region), config.zig, builtins.zig (capability), gui.zig. Not touched: Messages.zig, mouse.zig, tty, host_io. --- shaders/ui.vert.glsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'shaders/ui.vert.glsl') diff --git a/shaders/ui.vert.glsl b/shaders/ui.vert.glsl index c1779add..5551f3f1 100644 --- a/shaders/ui.vert.glsl +++ b/shaders/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