From 0a2694e935fa8a79f1a399f2d2cbc643f8c3734e Mon Sep 17 00:00:00 2001 From: Gabriel Schneider Date: Tue, 29 Sep 2026 08:28:40 -0300 Subject: G13: Parallax, lapis's dots drift with the text at a quarter of its speed Parallax on|off (off, a pixel shell's; Chrome.fx bit 3). A body region carries its first line (Region.line, a file's scroll or a terminal's grid offset; the wire's region record grows a u32). The GUI offsets each body's page dots by a quarter of its line in rows, and of G6's glide offset while one runs, so the pattern drifts with the text and settles with it; the cell shader reads it from the instance's serial slot, whose per-cell dissolve noise G7 left unused (the dead noise code goes). Tests: a scrolled body tells its line; the shift handed to the shader is a quarter of it within the dots' period. Measured in a capture: four lines move the dots 13 px (140 px / 4 mod 22). Gates as before, goldens byte-identical. Feel review: .scratch/render/parallax/. --- shaders/prebuilt/ui.frag.glsl | 18 ++++-------------- shaders/prebuilt/ui.frag.spv | Bin 8176 -> 6968 bytes shaders/ui.frag.glsl | 18 ++++-------------- 3 files changed, 8 insertions(+), 28 deletions(-) (limited to 'shaders') diff --git a/shaders/prebuilt/ui.frag.glsl b/shaders/prebuilt/ui.frag.glsl index cb38fff1..51ec5b8c 100644 --- a/shaders/prebuilt/ui.frag.glsl +++ b/shaders/prebuilt/ui.frag.glsl @@ -27,16 +27,6 @@ layout(location = 5) flat in vec4 v_clip; layout(location = 0) out vec4 o_col; -float cellNoise(uint serial, uint col, uint row) { - uint x = serial ^ (col * 0x9e3779b9u) ^ (row * 0x85ebca6bu); - x ^= x >> 16; - x *= 0x7feb352du; - x ^= x >> 15; - x *= 0x846ca68bu; - x ^= x >> 16; - return float(x & 0xffffu) / 65535.0; -} - void main() { if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z || gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard; @@ -51,9 +41,6 @@ void main() { : clamp(u_ui.background_opacity, 0.0, 1.0); uint effect = v_effect.x & 0x07ffffffu; float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0); - uint cellCol = v_effect.w & 0xffffu; - uint cellRow = v_effect.w >> 16; - float noise = cellNoise(v_effect.z, cellCol, cellRow); // Ink over ground, both premultiplied: v_fg*a + (v_bg*bgA)*(1-a), which is // mix() with the ground already premultiplied. At bgA = 1 that is exactly @@ -63,7 +50,10 @@ void main() { // dot every period pixels, fixed to the window, under the text. if ((v_effect.x & 0x10000000u) != 0u) { float period = u_ui.decor_dot_geom.x; - vec2 d = mod(gl_FragCoord.xy, period) - 0.5 * period; + // v_effect.z: how far its pane's text has moved the dots (G13's + // parallax), in pixels, as a float's bits (0 without). + vec2 at = gl_FragCoord.xy - vec2(0.0, uintBitsToFloat(v_effect.z)); + vec2 d = mod(at, period) - 0.5 * period; float dot_a = 1.0 - smoothstep(u_ui.decor_dot_geom.y, u_ui.decor_dot_geom.z, length(d)); ground = mix(ground, u_ui.decor_dots.rgb, u_ui.decor_dots.a * dot_a); } diff --git a/shaders/prebuilt/ui.frag.spv b/shaders/prebuilt/ui.frag.spv index 15318214..02e3edc4 100644 Binary files a/shaders/prebuilt/ui.frag.spv and b/shaders/prebuilt/ui.frag.spv differ diff --git a/shaders/ui.frag.glsl b/shaders/ui.frag.glsl index cb38fff1..51ec5b8c 100644 --- a/shaders/ui.frag.glsl +++ b/shaders/ui.frag.glsl @@ -27,16 +27,6 @@ layout(location = 5) flat in vec4 v_clip; layout(location = 0) out vec4 o_col; -float cellNoise(uint serial, uint col, uint row) { - uint x = serial ^ (col * 0x9e3779b9u) ^ (row * 0x85ebca6bu); - x ^= x >> 16; - x *= 0x7feb352du; - x ^= x >> 15; - x *= 0x846ca68bu; - x ^= x >> 16; - return float(x & 0xffffu) / 65535.0; -} - void main() { if (v_clip.z >= v_clip.x && (gl_FragCoord.x < v_clip.x || gl_FragCoord.x >= v_clip.z || gl_FragCoord.y < v_clip.y || gl_FragCoord.y >= v_clip.w)) discard; @@ -51,9 +41,6 @@ void main() { : clamp(u_ui.background_opacity, 0.0, 1.0); uint effect = v_effect.x & 0x07ffffffu; float progress = clamp(uintBitsToFloat(v_effect.y), 0.0, 1.0); - uint cellCol = v_effect.w & 0xffffu; - uint cellRow = v_effect.w >> 16; - float noise = cellNoise(v_effect.z, cellCol, cellRow); // Ink over ground, both premultiplied: v_fg*a + (v_bg*bgA)*(1-a), which is // mix() with the ground already premultiplied. At bgA = 1 that is exactly @@ -63,7 +50,10 @@ void main() { // dot every period pixels, fixed to the window, under the text. if ((v_effect.x & 0x10000000u) != 0u) { float period = u_ui.decor_dot_geom.x; - vec2 d = mod(gl_FragCoord.xy, period) - 0.5 * period; + // v_effect.z: how far its pane's text has moved the dots (G13's + // parallax), in pixels, as a float's bits (0 without). + vec2 at = gl_FragCoord.xy - vec2(0.0, uintBitsToFloat(v_effect.z)); + vec2 d = mod(at, period) - 0.5 * period; float dot_a = 1.0 - smoothstep(u_ui.decor_dot_geom.y, u_ui.decor_dot_geom.z, length(d)); ground = mix(ground, u_ui.decor_dots.rgb, u_ui.decor_dots.a * dot_a); } -- cgit v1.3